Files
WickedEngine/Editor/ModelImporter_OBJ.cpp
T

233 lines
7.5 KiB
C++

#include "stdafx.h"
#include "ModelImporter.h"
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
#include <fstream>
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<tinyobj::shape_t> obj_shapes;
vector<tinyobj::material_t> 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<Material*> 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<int, int> registered_materialIndices = {};
unordered_map<size_t, uint32_t> 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<int>{}(index.vertex_index),
hash<int>{}(index.normal_index),
hash<int>{}(index.texcoord_index),
hash<int>{}(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;
}