refactor: mesh load method
This commit is contained in:
@@ -142,9 +142,9 @@ void Engine::setup()
|
||||
world_ = std::make_unique<World>();
|
||||
Logger::info("World created");
|
||||
|
||||
// Create camera at position (0, 1, 3) with -20 degrees X rotation
|
||||
// Create camera
|
||||
camera_ = std::make_shared<Camera>();
|
||||
camera_->set_position(glm::vec3(0.0f, 1.0f, 3.0f));
|
||||
camera_->set_position(glm::vec3(0.0f, 1.0f, 10.0f));
|
||||
camera_->set_rotation(glm::vec3(glm::radians(-20.0f), 0.0f, 0.0f));
|
||||
camera_->set_projection(
|
||||
glm::perspective(glm::radians(45.0f),
|
||||
|
||||
255
src/mesh.cpp
255
src/mesh.cpp
@@ -14,6 +14,125 @@
|
||||
#include "texture.h"
|
||||
#include "vertex.h"
|
||||
|
||||
// Helper structures and functions for OBJ loading
|
||||
namespace {
|
||||
|
||||
struct LoadContext {
|
||||
std::string base_dir;
|
||||
std::unordered_map<std::string, std::shared_ptr<Texture>> texture_cache;
|
||||
const std::vector<tinyobj::material_t>* materials;
|
||||
const std::shared_ptr<Shader>& shader;
|
||||
};
|
||||
|
||||
Vertex create_vertex(const tinyobj::attrib_t& attrib,
|
||||
const tinyobj::index_t& idx)
|
||||
{
|
||||
Vertex vertex;
|
||||
|
||||
// Position
|
||||
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
|
||||
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
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
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];
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
index_offset += fv;
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<Texture> load_material_texture(int material_id,
|
||||
LoadContext& context)
|
||||
{
|
||||
if (material_id < 0
|
||||
|| material_id >= static_cast<int>(context.materials->size())) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const auto& mat = (*context.materials)[material_id];
|
||||
std::string texture_name = mat.diffuse_texname;
|
||||
|
||||
// Try ambient texture if diffuse is not available
|
||||
if (texture_name.empty()) {
|
||||
texture_name = mat.ambient_texname;
|
||||
}
|
||||
|
||||
if (texture_name.empty()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Check cache first
|
||||
auto it = context.texture_cache.find(texture_name);
|
||||
if (it != context.texture_cache.end()) {
|
||||
return it->second;
|
||||
}
|
||||
|
||||
// Load texture
|
||||
std::string texture_path = context.base_dir + texture_name;
|
||||
auto texture = Texture::load(texture_path.c_str());
|
||||
|
||||
if (texture) {
|
||||
context.texture_cache[texture_name] = texture;
|
||||
Logger::info(sstr("Loaded texture: ", texture_path));
|
||||
} else {
|
||||
Logger::warn(sstr("Failed to load texture: ", texture_path));
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
for (const auto& [material_id, vertices] : material_vertices) {
|
||||
const auto& indices = material_indices.at(material_id);
|
||||
|
||||
auto buffer = std::make_shared<Buffer>(vertices, indices);
|
||||
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
|
||||
|
||||
void Mesh::add_buffer(const std::shared_ptr<Buffer>& buffer,
|
||||
const Material& material)
|
||||
{
|
||||
@@ -26,152 +145,44 @@ std::shared_ptr<Mesh> Mesh::load(const char* filename,
|
||||
{
|
||||
Logger::info(sstr("Loading mesh from: ", filename));
|
||||
|
||||
// Load the OBJ file
|
||||
// Load OBJ file
|
||||
tinyobj::attrib_t attrib;
|
||||
std::vector<tinyobj::shape_t> shapes;
|
||||
std::vector<tinyobj::material_t> materials;
|
||||
std::string warn_err;
|
||||
std::string err;
|
||||
|
||||
// Get the directory of the OBJ file for loading materials
|
||||
std::filesystem::path obj_path(filename);
|
||||
std::string base_dir = obj_path.parent_path().string();
|
||||
if (!base_dir.empty()) {
|
||||
base_dir += "/";
|
||||
}
|
||||
|
||||
if (!tinyobj::LoadObj(&attrib, &shapes, &materials, &warn_err,
|
||||
filename, base_dir.c_str())) {
|
||||
if (!tinyobj::LoadObj(&attrib, &shapes, &materials, &err, filename,
|
||||
base_dir.c_str())) {
|
||||
Logger::error(
|
||||
sstr("Failed to load OBJ file: ", filename, " - ",
|
||||
warn_err));
|
||||
sstr("Failed to load OBJ file: ", filename, " - ", err));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (!warn_err.empty()) {
|
||||
Logger::warn(sstr("TinyObjLoader warning: ", warn_err));
|
||||
if (!err.empty()) {
|
||||
Logger::warn(sstr("TinyObjLoader warning: ", err));
|
||||
}
|
||||
|
||||
// Create the mesh
|
||||
auto mesh = std::make_shared<Mesh>();
|
||||
|
||||
// Cache loaded textures to avoid loading the same texture multiple
|
||||
// times
|
||||
std::unordered_map<std::string, std::shared_ptr<Texture>> texture_cache;
|
||||
// Setup load context
|
||||
LoadContext context{base_dir, {}, &materials, shader};
|
||||
|
||||
// Process each shape
|
||||
auto mesh = std::make_shared<Mesh>();
|
||||
for (const auto& shape : shapes) {
|
||||
Logger::info(sstr("Processing shape: ", shape.name));
|
||||
|
||||
// Group faces by material
|
||||
std::unordered_map<int, std::vector<Vertex>> material_vertices;
|
||||
std::unordered_map<int, std::vector<uint16_t>> material_indices;
|
||||
|
||||
// Process all faces in this shape
|
||||
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];
|
||||
|
||||
// Process each vertex in the face
|
||||
for (size_t v = 0; v < static_cast<size_t>(fv); v++) {
|
||||
tinyobj::index_t idx =
|
||||
shape.mesh.indices[index_offset + v];
|
||||
|
||||
Vertex vertex;
|
||||
|
||||
// Position
|
||||
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
|
||||
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
|
||||
}
|
||||
|
||||
material_vertices[material_id].push_back(
|
||||
vertex);
|
||||
material_indices[material_id].push_back(
|
||||
static_cast<uint16_t>(
|
||||
material_vertices[material_id].size()
|
||||
- 1));
|
||||
}
|
||||
|
||||
index_offset += fv;
|
||||
}
|
||||
|
||||
// Create buffers for each material
|
||||
for (const auto& [material_id, vertices] : material_vertices) {
|
||||
const auto& indices = material_indices[material_id];
|
||||
|
||||
// Create buffer
|
||||
auto buffer =
|
||||
std::make_shared<Buffer>(vertices, indices);
|
||||
|
||||
// Create material
|
||||
std::shared_ptr<Texture> texture = nullptr;
|
||||
|
||||
// Load texture if material has one
|
||||
if (material_id >= 0
|
||||
&& material_id
|
||||
< static_cast<int>(materials.size())) {
|
||||
const auto& mat = materials[material_id];
|
||||
std::string texture_name = mat.diffuse_texname;
|
||||
|
||||
// Try ambient texture if diffuse is not
|
||||
// available
|
||||
if (texture_name.empty()) {
|
||||
texture_name = mat.ambient_texname;
|
||||
}
|
||||
|
||||
if (!texture_name.empty()) {
|
||||
// Check cache first
|
||||
auto it =
|
||||
texture_cache.find(texture_name);
|
||||
if (it != texture_cache.end()) {
|
||||
texture = it->second;
|
||||
} else {
|
||||
// Load texture
|
||||
std::string texture_path =
|
||||
base_dir + texture_name;
|
||||
texture = Texture::load(
|
||||
texture_path.c_str());
|
||||
if (texture) {
|
||||
texture_cache
|
||||
[texture_name] =
|
||||
texture;
|
||||
Logger::info(sstr(
|
||||
"Loaded texture: ",
|
||||
texture_path));
|
||||
} else {
|
||||
Logger::warn(sstr(
|
||||
"Failed to load texture: ",
|
||||
texture_path));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Use provided shader or default shader
|
||||
auto material_shader =
|
||||
shader ? shader : state::default_shader;
|
||||
Material mat(texture, material_shader);
|
||||
|
||||
mesh->add_buffer(buffer, mat);
|
||||
}
|
||||
group_vertices_by_material(shape, attrib, material_vertices,
|
||||
material_indices);
|
||||
create_buffers_for_materials(material_vertices,
|
||||
material_indices, context, mesh);
|
||||
}
|
||||
|
||||
Logger::info(sstr("Mesh loaded successfully with ", mesh->num_buffers(),
|
||||
|
||||
@@ -14,9 +14,9 @@ public:
|
||||
Mesh() = default;
|
||||
~Mesh() = default;
|
||||
|
||||
static std::shared_ptr<Mesh> load(
|
||||
const char* filename,
|
||||
const std::shared_ptr<Shader>& shader = nullptr);
|
||||
static std::shared_ptr<Mesh>
|
||||
load(const char* filename,
|
||||
const std::shared_ptr<Shader>& shader = nullptr);
|
||||
|
||||
void add_buffer(const std::shared_ptr<Buffer>& buffer,
|
||||
const Material& material);
|
||||
|
||||
Reference in New Issue
Block a user