#include "stdafx.h" #include "ModelImporter.h" #define TINYOBJLOADER_IMPLEMENTATION #include "tiny_obj_loader.h" #include using namespace std; using namespace wiGraphicsTypes; using namespace wiSceneComponents; Model* ImportModel_OBJ(const std::string& fileName) { string directory, name; wiHelper::SplitPath(fileName, directory, name); wiHelper::RemoveExtensionFromFileName(name); tinyobj::attrib_t obj_attrib; vector obj_shapes; vector obj_materials; string obj_errors; bool success = tinyobj::LoadObj(&obj_attrib, &obj_shapes, &obj_materials, &obj_errors, fileName.c_str(), directory.c_str(), true); if (success) { Model* model = new Model; model->name = name; // Load material library: vector materialLibrary = {}; for (auto& obj_material : obj_materials) { Material* material = new Material(obj_material.name); material->diffuseColor = XMFLOAT3(obj_material.diffuse[0], obj_material.diffuse[1], obj_material.diffuse[2]); material->textureName = obj_material.diffuse_texname; material->displacementMapName = obj_material.displacement_texname; if (material->displacementMapName.empty()) { material->displacementMapName = obj_material.bump_texname; } material->emissive = max(obj_material.emission[0], max(obj_material.emission[1], obj_material.emission[2])); //obj_material.emissive_texname; material->refractionIndex = obj_material.ior; material->metalness = obj_material.metallic; //obj_material.metallic_texname; material->normalMapName = obj_material.normal_texname; material->surfaceMapName = obj_material.reflection_texname; material->roughness = obj_material.roughness; //obj_material.roughness_texname; material->specular_power = (int)obj_material.shininess; material->specular = XMFLOAT4(obj_material.specular[0], obj_material.specular[1], obj_material.specular[2], 1); material->specularMapName = obj_material.specular_texname; if (!material->surfaceMapName.empty()) { material->surfaceMapName = directory + material->surfaceMapName; material->surfaceMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material->surfaceMapName); } if (!material->textureName.empty()) { material->textureName = directory + material->textureName; material->texture = (Texture2D*)wiResourceManager::GetGlobal()->add(material->textureName); } if (!material->normalMapName.empty()) { material->normalMapName = directory + material->normalMapName; material->normalMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material->normalMapName); } if (!material->displacementMapName.empty()) { material->displacementMapName = directory + material->displacementMapName; material->displacementMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material->displacementMapName); } if (!material->specularMapName.empty()) { material->specularMapName = directory + material->specularMapName; material->specularMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material->specularMapName); } material->ConvertToPhysicallyBasedMaterial(); materialLibrary.push_back(material); // for subset-indexing... model->materials.insert(make_pair(material->name, material)); } if (materialLibrary.empty()) { // Create default material if nothing was found: Material* material = new Material("OBJImport_defaultMaterial"); materialLibrary.push_back(material); model->materials.insert(make_pair(material->name, material)); } // Load objects, meshes: for (auto& shape : obj_shapes) { Object* object = new Object(shape.name); Mesh* mesh = new Mesh(shape.name + "_mesh"); object->mesh = mesh; mesh->renderable = true; XMFLOAT3 min = XMFLOAT3(FLT_MAX, FLT_MAX, FLT_MAX); XMFLOAT3 max = XMFLOAT3(-FLT_MAX, -FLT_MAX, -FLT_MAX); unordered_map registered_materialIndices = {}; unordered_map uniqueVertices = {}; for (size_t i = 0; i < shape.mesh.indices.size(); i += 3) { tinyobj::index_t reordered_indices[] = { shape.mesh.indices[i + 0], shape.mesh.indices[i + 1], shape.mesh.indices[i + 2], }; // todo: option param would be better bool flipCulling = false; if (flipCulling) { reordered_indices[1] = shape.mesh.indices[i + 2]; reordered_indices[2] = shape.mesh.indices[i + 1]; } for (auto& index : reordered_indices) { Mesh::Vertex_FULL vert; vert.pos = XMFLOAT4( obj_attrib.vertices[index.vertex_index * 3 + 0], obj_attrib.vertices[index.vertex_index * 3 + 1], obj_attrib.vertices[index.vertex_index * 3 + 2], 0 ); if (!obj_attrib.normals.empty()) { vert.nor = XMFLOAT4( obj_attrib.normals[index.normal_index * 3 + 0], obj_attrib.normals[index.normal_index * 3 + 1], obj_attrib.normals[index.normal_index * 3 + 2], 0 ); } if (index.texcoord_index >= 0 && !obj_attrib.texcoords.empty()) { vert.tex = XMFLOAT4( obj_attrib.texcoords[index.texcoord_index * 2 + 0], 1 - obj_attrib.texcoords[index.texcoord_index * 2 + 1], 0, 0 ); } int materialIndex = max(0, shape.mesh.material_ids[i / 3]); // this indexes the material library if (registered_materialIndices.count(materialIndex) == 0) { registered_materialIndices[materialIndex] = (int)mesh->subsets.size(); mesh->subsets.push_back(MeshSubset()); Material* material = materialLibrary[materialIndex]; mesh->subsets.back().material = material; mesh->materialNames.push_back(material->name); } vert.tex.z = (float)registered_materialIndices[materialIndex]; // this indexes a mesh subset // todo: option parameter would be better const bool flipZ = true; if (flipZ) { vert.pos.z *= -1; vert.nor.z *= -1; } // eliminate duplicate vertices by means of hashing: size_t hashes[] = { hash{}(index.vertex_index), hash{}(index.normal_index), hash{}(index.texcoord_index), hash{}(materialIndex), }; size_t vertexHash = (((hashes[0] ^ (hashes[1] << 1) >> 1) ^ (hashes[2] << 1)) >> 1) ^ (hashes[3] << 1); if (uniqueVertices.count(vertexHash) == 0) { uniqueVertices[vertexHash] = (uint32_t)mesh->vertices_FULL.size(); mesh->vertices_FULL.push_back(vert); } mesh->indices.push_back(uniqueVertices[vertexHash]); min = wiMath::Min(min, XMFLOAT3(vert.pos.x, vert.pos.y, vert.pos.z)); max = wiMath::Max(max, XMFLOAT3(vert.pos.x, vert.pos.y, vert.pos.z)); } } mesh->aabb.create(min, max); // We need to eliminate colliding mesh names, because objects can reference them by names: // Note: in engine, object is decoupled from mesh, for instancing support. OBJ file have only meshes and names can collide there. string meshName = mesh->name; uint32_t unique_counter = 0; bool meshNameCollision = model->meshes.count(meshName) != 0; while (meshNameCollision) { meshName = mesh->name + to_string(unique_counter); meshNameCollision = model->meshes.count(meshName) != 0; unique_counter++; } mesh->name = meshName; object->meshName = mesh->name; model->objects.insert(object); model->meshes.insert(make_pair(mesh->name, mesh)); } model->FinishLoading(); return model; } if (!obj_errors.empty()) { wiBackLog::post(obj_errors.c_str()); wiHelper::messageBox("OBJ import failed! Check backlog for errors!", "Error!"); } return nullptr; }