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