#include "resource/model_loader.h" #include "utils/logger.h" #include "resource/texture.h" // Note: This is a simplified implementation without Assimp // For full implementation, include Assimp and implement properly namespace are { bool ModelLoader::load(const std::string& path, std::vector>& meshes, std::vector>& materials, bool flip_uvs) { Logger::error("ModelLoader requires Assimp library (not implemented in this version)"); Logger::info("To implement: include , , "); // Placeholder implementation // TODO: Implement with Assimp /* Assimp::Importer importer; const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_CalcTangentSpace | (flip_uvs ? aiProcess_FlipUVs : 0)); if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { Logger::error("Failed to load model: " + std::string(importer.GetErrorString())); return false; } std::string directory = path.substr(0, path.find_last_of('/')); process_node_(scene->mRootNode, scene, meshes, materials, directory); Logger::info("Model loaded: " + path); return true; */ return false; } bool ModelLoader::load_and_upload(const std::string& path, std::vector>& meshes, std::vector>& materials, bool flip_uvs) { if (!load(path, meshes, materials, flip_uvs)) { return false; } // Upload all meshes to GPU for (auto& mesh : meshes) { if (!mesh->upload_to_gpu()) { Logger::error("Failed to upload mesh to GPU"); return false; } } return true; } void ModelLoader::process_node_(void* node, void* scene, std::vector>& meshes, std::vector>& materials, const std::string& directory) { // TODO: Implement with Assimp /* aiNode* ai_node = static_cast(node); const aiScene* ai_scene = static_cast(scene); // Process all meshes in this node for (uint i = 0; i < ai_node->mNumMeshes; ++i) { aiMesh* ai_mesh = ai_scene->mMeshes[ai_node->mMeshes[i]]; meshes.push_back(process_mesh_(ai_mesh, ai_scene, materials, directory)); } // Process children recursively for (uint i = 0; i < ai_node->mNumChildren; ++i) { process_node_(ai_node->mChildren[i], ai_scene, meshes, materials, directory); } */ } std::shared_ptr ModelLoader::process_mesh_(void* mesh, void* scene, std::vector>& materials, const std::string& directory) { // TODO: Implement with Assimp /* aiMesh* ai_mesh = static_cast(mesh); const aiScene* ai_scene = static_cast(scene); std::vector vertices; std::vector indices; // Process vertices for (uint i = 0; i < ai_mesh->mNumVertices; ++i) { Vertex vertex; vertex.position_ = Vec3(ai_mesh->mVertices[i].x, ai_mesh->mVertices[i].y, ai_mesh->mVertices[i].z); if (ai_mesh->HasNormals()) { vertex.normal_ = Vec3(ai_mesh->mNormals[i].x, ai_mesh->mNormals[i].y, ai_mesh->mNormals[i].z); } if (ai_mesh->mTextureCoords[0]) { vertex.texcoord_ = Vec2(ai_mesh->mTextureCoords[0][i].x, ai_mesh->mTextureCoords[0][i].y); } if (ai_mesh->HasTangentsAndBitangents()) { vertex.tangent_ = Vec3(ai_mesh->mTangents[i].x, ai_mesh->mTangents[i].y, ai_mesh->mTangents[i].z); } vertices.push_back(vertex); } // Process indices for (uint i = 0; i < ai_mesh->mNumFaces; ++i) { aiFace face = ai_mesh->mFaces[i]; for (uint j = 0; j < face.mNumIndices; ++j) { indices.push_back(face.mIndices[j]); } } // Process material uint material_id = materials.size(); if (ai_mesh->mMaterialIndex >= 0) { aiMaterial* ai_material = ai_scene->mMaterials[ai_mesh->mMaterialIndex]; auto material = std::make_shared(); // Load diffuse color aiColor3D color; if (ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) { material->set_albedo(Vec3(color.r, color.g, color.b)); } // Load textures load_material_textures_(ai_material, aiTextureType_DIFFUSE, material, directory); load_material_textures_(ai_material, aiTextureType_NORMALS, material, directory); materials.push_back(material); } auto mesh_obj = std::make_shared(); mesh_obj->set_vertices(vertices); mesh_obj->set_indices(indices); mesh_obj->set_material(material_id); return mesh_obj; */ return nullptr; } void ModelLoader::load_material_textures_(void* material, int type, std::shared_ptr& mat, const std::string& directory) { // TODO: Implement with Assimp /* aiMaterial* ai_material = static_cast(material); aiTextureType ai_type = static_cast(type); for (uint i = 0; i < ai_material->GetTextureCount(ai_type); ++i) { aiString str; ai_material->GetTexture(ai_type, i, &str); std::string filename = directory + "/" + std::string(str.C_Str()); auto texture = std::make_shared(); if (texture->load_from_file(filename)) { if (ai_type == aiTextureType_DIFFUSE) { mat->set_albedo_texture(texture); } else if (ai_type == aiTextureType_NORMALS) { mat->set_normal_texture(texture); } } } */ } } // namespace are