fix: texture prasing
This commit is contained in:
@@ -27,21 +27,8 @@ Buffer::Buffer(const std::vector<Vertex>& vertices,
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint16_t),
|
||||
indices.data(), GL_STATIC_DRAW);
|
||||
|
||||
// Attribute 0: position (vec3)
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
reinterpret_cast<void*>(0));
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// Attribute 1: color (vec3)
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
reinterpret_cast<void*>(sizeof(glm::vec3)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
// Attribute 2: tex_coord (vec2)
|
||||
glVertexAttribPointer(
|
||||
2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
reinterpret_cast<void*>(sizeof(glm::vec3) * 2));
|
||||
glEnableVertexAttribArray(2);
|
||||
// Note: Vertex attributes are set up by Shader::setup_attribs() during rendering
|
||||
// This allows the shader to dynamically query and set the correct attribute locations
|
||||
|
||||
Logger::info(sstr("Buffer created with ", vertices.size(),
|
||||
" vertices and ", indices.size(), " indices"));
|
||||
|
||||
83
src/mesh.cpp
83
src/mesh.cpp
@@ -30,46 +30,51 @@ Vertex create_vertex(const tinyobj::attrib_t& attrib,
|
||||
Vertex vertex;
|
||||
|
||||
// Position
|
||||
if (idx.vertex_index >= 0) {
|
||||
vertex.position.x = attrib.vertices[3 * idx.vertex_index + 0];
|
||||
vertex.position.y = attrib.vertices[3 * idx.vertex_index + 1];
|
||||
vertex.position.z = attrib.vertices[3 * idx.vertex_index + 2];
|
||||
}
|
||||
|
||||
// Color (default to white)
|
||||
vertex.color = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||
|
||||
// Texture coordinates
|
||||
// Texture coordinates (default to 0,0)
|
||||
vertex.tex_coord = glm::vec2(0.0f, 0.0f);
|
||||
if (idx.texcoord_index >= 0) {
|
||||
vertex.tex_coord.x =
|
||||
attrib.texcoords[2 * idx.texcoord_index + 0];
|
||||
vertex.tex_coord.y = 1.0f
|
||||
- attrib.texcoords[2 * idx.texcoord_index + 1]; // Flip Y
|
||||
vertex.tex_coord.y =
|
||||
attrib.texcoords[2 * idx.texcoord_index + 1]; // No Y-flip
|
||||
}
|
||||
|
||||
return vertex;
|
||||
}
|
||||
|
||||
void group_vertices_by_material(
|
||||
const tinyobj::shape_t& shape, const tinyobj::attrib_t& attrib,
|
||||
std::unordered_map<int, std::vector<Vertex>>& out_vertices,
|
||||
std::unordered_map<int, std::vector<uint16_t>>& out_indices)
|
||||
void process_shape_simple(const tinyobj::shape_t& shape,
|
||||
const tinyobj::attrib_t& attrib,
|
||||
std::vector<Vertex>& out_vertices,
|
||||
std::vector<uint16_t>& out_indices)
|
||||
{
|
||||
size_t index_offset = 0;
|
||||
for (size_t f = 0; f < shape.mesh.num_face_vertices.size(); ++f) {
|
||||
int fv = shape.mesh.num_face_vertices[f];
|
||||
int material_id = shape.mesh.material_ids[f];
|
||||
|
||||
for (size_t v = 0; v < static_cast<size_t>(fv); ++v) {
|
||||
const tinyobj::index_t& idx =
|
||||
shape.mesh.indices[index_offset + v];
|
||||
|
||||
// Process all indices directly - one vertex per index
|
||||
for (size_t i = 0; i < shape.mesh.indices.size(); ++i) {
|
||||
const tinyobj::index_t& idx = shape.mesh.indices[i];
|
||||
Vertex vertex = create_vertex(attrib, idx);
|
||||
out_vertices[material_id].push_back(vertex);
|
||||
out_indices[material_id].push_back(
|
||||
static_cast<uint16_t>(
|
||||
out_vertices[material_id].size() - 1));
|
||||
|
||||
// Debug: Print first 3 vertices
|
||||
if (i < 3) {
|
||||
Logger::info(sstr(" Vertex ", i, ": pos(",
|
||||
vertex.position.x, ",",
|
||||
vertex.position.y, ",",
|
||||
vertex.position.z, ") tex(",
|
||||
vertex.tex_coord.x, ",",
|
||||
vertex.tex_coord.y, ") texidx=",
|
||||
idx.texcoord_index));
|
||||
}
|
||||
|
||||
index_offset += fv;
|
||||
out_vertices.push_back(vertex);
|
||||
out_indices.push_back(
|
||||
static_cast<uint16_t>(out_vertices.size() - 1));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -113,22 +118,26 @@ std::shared_ptr<Texture> load_material_texture(int material_id,
|
||||
return texture;
|
||||
}
|
||||
|
||||
void create_buffers_for_materials(
|
||||
const std::unordered_map<int, std::vector<Vertex>>& material_vertices,
|
||||
const std::unordered_map<int, std::vector<uint16_t>>& material_indices,
|
||||
LoadContext& context, std::shared_ptr<Mesh>& mesh)
|
||||
// Create a single buffer for the shape with first material
|
||||
void create_buffer_simple(const tinyobj::shape_t& shape,
|
||||
const std::vector<Vertex>& vertices,
|
||||
const std::vector<uint16_t>& indices, LoadContext& context,
|
||||
std::shared_ptr<Mesh>& mesh)
|
||||
{
|
||||
for (const auto& [material_id, vertices] : material_vertices) {
|
||||
const auto& indices = material_indices.at(material_id);
|
||||
|
||||
auto buffer = std::make_shared<Buffer>(vertices, indices);
|
||||
|
||||
// Use first material ID from the shape
|
||||
int material_id = -1;
|
||||
if (!shape.mesh.material_ids.empty() && shape.mesh.material_ids[0] >= 0) {
|
||||
material_id = shape.mesh.material_ids[0];
|
||||
}
|
||||
|
||||
auto texture = load_material_texture(material_id, context);
|
||||
auto material_shader =
|
||||
context.shader ? context.shader : state::default_shader;
|
||||
|
||||
Material mat(texture, material_shader);
|
||||
mesh->add_buffer(buffer, mat);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace
|
||||
@@ -174,15 +183,17 @@ std::shared_ptr<Mesh> Mesh::load(const char* filename,
|
||||
// Process each shape
|
||||
auto mesh = std::make_shared<Mesh>();
|
||||
for (const auto& shape : shapes) {
|
||||
Logger::info(sstr("Processing shape: ", shape.name));
|
||||
Logger::info(sstr("Processing shape: ", shape.name, " with ",
|
||||
shape.mesh.indices.size(), " indices"));
|
||||
|
||||
std::unordered_map<int, std::vector<Vertex>> material_vertices;
|
||||
std::unordered_map<int, std::vector<uint16_t>> material_indices;
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<uint16_t> indices;
|
||||
|
||||
group_vertices_by_material(shape, attrib, material_vertices,
|
||||
material_indices);
|
||||
create_buffers_for_materials(material_vertices,
|
||||
material_indices, context, mesh);
|
||||
process_shape_simple(shape, attrib, vertices, indices);
|
||||
create_buffer_simple(shape, vertices, indices, context, mesh);
|
||||
|
||||
Logger::info(sstr("Created buffer with ", vertices.size(),
|
||||
" vertices"));
|
||||
}
|
||||
|
||||
Logger::info(sstr("Mesh loaded successfully with ", mesh->num_buffers(),
|
||||
|
||||
Reference in New Issue
Block a user