194 lines
6.2 KiB
C++
194 lines
6.2 KiB
C++
#include "stdafx.h"
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#include "wiSceneSystem.h"
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#include "ModelImporter.h"
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#define TINYOBJLOADER_IMPLEMENTATION
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#include "tiny_obj_loader.h"
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#include <fstream>
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using namespace std;
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using namespace wiGraphicsTypes;
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using namespace wiSceneSystem;
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using namespace wiECS;
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// Transform the data from OBJ space to engine-space:
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static const bool transform_to_LH = true;
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void ImportModel_OBJ(const std::string& fileName)
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{
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string directory, name;
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wiHelper::SplitPath(fileName, directory, name);
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wiHelper::RemoveExtensionFromFileName(name);
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Scene scene;
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tinyobj::attrib_t obj_attrib;
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vector<tinyobj::shape_t> obj_shapes;
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vector<tinyobj::material_t> obj_materials;
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string obj_errors;
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bool success = tinyobj::LoadObj(&obj_attrib, &obj_shapes, &obj_materials, &obj_errors, fileName.c_str(), directory.c_str(), true);
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if (!obj_errors.empty())
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{
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wiBackLog::post(obj_errors.c_str());
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}
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if (success)
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{
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// Load material library:
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vector<Entity> materialLibrary = {};
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for (auto& obj_material : obj_materials)
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{
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Entity materialEntity = scene.Entity_CreateMaterial(obj_material.name);
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MaterialComponent& material = *scene.materials.GetComponent(materialEntity);
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material.baseColor = XMFLOAT4(obj_material.diffuse[0], obj_material.diffuse[1], obj_material.diffuse[2], 1);
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material.baseColorMapName = obj_material.diffuse_texname;
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material.displacementMapName = obj_material.displacement_texname;
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if (material.displacementMapName.empty())
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{
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material.displacementMapName = obj_material.bump_texname;
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}
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material.emissive = max(obj_material.emission[0], max(obj_material.emission[1], obj_material.emission[2]));
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material.refractionIndex = obj_material.ior;
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material.metalness = obj_material.metallic;
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material.normalMapName = obj_material.normal_texname;
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material.surfaceMapName = obj_material.reflection_texname;
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material.roughness = obj_material.roughness;
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if (!material.surfaceMapName.empty())
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{
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material.surfaceMapName = directory + material.surfaceMapName;
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material.surfaceMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material.surfaceMapName);
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}
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if (!material.baseColorMapName.empty())
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{
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material.baseColorMapName = directory + material.baseColorMapName;
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material.baseColorMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material.baseColorMapName);
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}
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if (!material.normalMapName.empty())
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{
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material.normalMapName = directory + material.normalMapName;
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material.normalMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material.normalMapName);
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}
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if (!material.displacementMapName.empty())
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{
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material.displacementMapName = directory + material.displacementMapName;
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material.displacementMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material.displacementMapName);
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}
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materialLibrary.push_back(materialEntity); // for subset-indexing...
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}
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if (materialLibrary.empty())
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{
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// Create default material if nothing was found:
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Entity materialEntity = scene.Entity_CreateMaterial("OBJImport_defaultMaterial");
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MaterialComponent& material = *scene.materials.GetComponent(materialEntity);
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materialLibrary.push_back(materialEntity); // for subset-indexing...
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}
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// Load objects, meshes:
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for (auto& shape : obj_shapes)
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{
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Entity objectEntity = scene.Entity_CreateObject(shape.name);
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Entity meshEntity = scene.Entity_CreateMesh(shape.name + "_mesh");
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ObjectComponent& object = *scene.objects.GetComponent(objectEntity);
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MeshComponent& mesh = *scene.meshes.GetComponent(meshEntity);
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object.meshID = meshEntity;
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unordered_map<int, int> registered_materialIndices = {};
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unordered_map<size_t, uint32_t> uniqueVertices = {};
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for (size_t i = 0; i < shape.mesh.indices.size(); i += 3)
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{
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tinyobj::index_t reordered_indices[] = {
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shape.mesh.indices[i + 0],
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shape.mesh.indices[i + 1],
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shape.mesh.indices[i + 2],
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};
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// todo: option param would be better
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bool flipCulling = false;
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if (flipCulling)
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{
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reordered_indices[1] = shape.mesh.indices[i + 2];
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reordered_indices[2] = shape.mesh.indices[i + 1];
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}
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for (auto& index : reordered_indices)
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{
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XMFLOAT3 pos = XMFLOAT3(
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obj_attrib.vertices[index.vertex_index * 3 + 0],
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obj_attrib.vertices[index.vertex_index * 3 + 1],
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obj_attrib.vertices[index.vertex_index * 3 + 2]
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);
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XMFLOAT3 nor = XMFLOAT3(0, 0, 0);
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if (!obj_attrib.normals.empty())
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{
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nor = XMFLOAT3(
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obj_attrib.normals[index.normal_index * 3 + 0],
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obj_attrib.normals[index.normal_index * 3 + 1],
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obj_attrib.normals[index.normal_index * 3 + 2]
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);
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}
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XMFLOAT2 tex = XMFLOAT2(0, 0);
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if (index.texcoord_index >= 0 && !obj_attrib.texcoords.empty())
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{
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tex = XMFLOAT2(
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obj_attrib.texcoords[index.texcoord_index * 2 + 0],
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1 - obj_attrib.texcoords[index.texcoord_index * 2 + 1]
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);
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}
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int materialIndex = max(0, shape.mesh.material_ids[i / 3]); // this indexes the material library
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if (registered_materialIndices.count(materialIndex) == 0)
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{
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registered_materialIndices[materialIndex] = (int)mesh.subsets.size();
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mesh.subsets.push_back(MeshComponent::MeshSubset());
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mesh.subsets.back().materialID = materialLibrary[materialIndex];
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mesh.subsets.back().indexOffset = (uint32_t)mesh.indices.size();
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}
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if (transform_to_LH)
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{
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pos.z *= -1;
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nor.z *= -1;
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}
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// eliminate duplicate vertices by means of hashing:
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size_t hashes[] = {
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hash<int>{}(index.vertex_index),
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hash<int>{}(index.normal_index),
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hash<int>{}(index.texcoord_index),
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hash<int>{}(materialIndex),
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};
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size_t vertexHash = (((hashes[0] ^ (hashes[1] << 1) >> 1) ^ (hashes[2] << 1)) >> 1) ^ (hashes[3] << 1);
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if (uniqueVertices.count(vertexHash) == 0)
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{
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uniqueVertices[vertexHash] = (uint32_t)mesh.vertex_positions.size();
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mesh.vertex_positions.push_back(pos);
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mesh.vertex_normals.push_back(nor);
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mesh.vertex_texcoords.push_back(tex);
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}
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mesh.indices.push_back(uniqueVertices[vertexHash]);
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mesh.subsets.back().indexCount++;
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}
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}
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mesh.CreateRenderData();
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}
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wiRenderer::GetScene().Merge(scene);
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}
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else
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{
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wiHelper::messageBox("OBJ import failed! Check backlog for errors!", "Error!");
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}
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}
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