New model loading

This commit is contained in:
2020-09-08 21:31:58 +00:00
parent 664523a515
commit 23497ce626
10 changed files with 374 additions and 131 deletions

1
lib/CMakeLists.txt vendored
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@@ -1,4 +1,3 @@
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/glad)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/stb)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/glm)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/assimp)

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@@ -48,21 +48,21 @@ void Controller::run() {
std::vector<Entity> scene;
//Model model_backpack("res/models/backpack.obj");
Model model_plant("res/models/plant.obj");
//Model model_container("res/models/container.obj");
Model model_cube("res/models/cube.obj");
//Model model_sphere("res/models/sphere.obj");
Model model_backpack("res/models/backpack.ffo");
//Model model_plant("res/models/plant.obj");
//Model model_container("res/models/container.ffo");
Model model_cube("res/models/cube.ffo");
//Model model_sphere("res/models/sphere.ffo");
//Entity backpack1(&model_backpack, &shaderProgram);
Entity backpack(&model_backpack, &shaderProgram);
//Entity sphere(&model_sphere, &shaderProgram);
//Entity cube(&model_container, &shaderProgram);
Entity plant(&model_plant, &shaderProgram);
//Entity container(&model_container, &shaderProgram);
//Entity plant(&model_plant, &shaderProgram);
Entity lightSource(&model_cube, &lightProgram);
lightSource.translate(glm::vec3(-5.0f, 1.0f, 0.0f));
lightSource.scale(0.2f);
plant.scale(5.0f);
//plant.scale(5.0f);
glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
glm::vec3 diffuseColor = lightColor * glm::vec3(1.0f);
@@ -86,7 +86,7 @@ void Controller::run() {
shaderProgram.setUniform("u_material.shininess", 32.0f);
shaderProgram.unbind();
scene.push_back(plant);
scene.push_back(backpack);
scene.push_back(lightSource);
camera->translate(glm::vec3(0.0f, 0.0f, 7.5f));

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@@ -1,11 +1,16 @@
#include "Model.h"
#include <iostream>
#include <cassert>
#include <fstream>
Model::Model(const char* pathToModel) {
// Todo: check if model isn't already loaded --> will boost startup time drastically
// actually all models should be loaded at startup and only a handle should be given to the entites...
std::string modelSource = pathToModel;
directory = modelSource.substr(0, modelSource.find_last_of('/'));
loadModel(pathToModel);
}
Model::~Model() {
@@ -25,122 +30,79 @@ void Model::draw(ShaderProgram *shaderProgram) {
}
void Model::loadModel(std::string pathToModel) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(pathToModel, aiProcess_Triangulate | aiProcess_FlipUVs); //aiProcess_OptimizeMeshes ?
std::ifstream input(pathToModel, std::ios::in | std::ios::binary);
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
std::cout << "ERROR::ASSIMP::" << importer.GetErrorString() << std::endl;
return;
if(!input.is_open()) {
std::cout << "Could not find model file " << pathToModel << std::endl;
return;
}
uint32_t numTextures;
input.read((char*) &numTextures, sizeof(uint32_t));
std::vector<uint32_t> textureTypes;
for(unsigned int i = 0; i < numTextures; i++) {
uint32_t currentTextureType;
input.read((char*) &currentTextureType, sizeof(uint32_t));
textureTypes.push_back(currentTextureType);
}
directory = pathToModel.substr(0, pathToModel.find_last_of('/'));
std::vector<std::string> textureSources;
for(unsigned int i = 0; i < numTextures; i++) {
std::string currentTextureSource;
for(unsigned int i = 0; i < 128; i++) {
uint8_t currentChar;
input.read((char*) &currentChar, sizeof(uint8_t));
processNode(scene->mRootNode, scene);
}
void Model::processNode(aiNode *node, const aiScene *scene) {
// Push the node's meshes into the mesh vector
for(uint32_t i = 0; i < node->mNumMeshes; i++) {
aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
if(currentChar)
currentTextureSource.push_back(currentChar);
}
textureSources.push_back(currentTextureSource);
}
// Process child nodes too
for(uint32_t i = 0; i < node->mNumChildren; i++) {
processNode(node->mChildren[i], scene);
for(unsigned int i = 0; i < numTextures; i++) {
std::string textureSource = directory + '/' + textureSources[i].c_str();
Texture *newTex = new Texture(textureSource.c_str(), textureTypes[i]);
loadedTextures.push_back(newTex);
}
}
// Here starts the first mesh
uint32_t numMeshes;
for(unsigned int j = 0; j < numMeshes; j++) {
Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) {
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
std::vector<Texture*> textures;
input.read((char*) &numMeshes, sizeof(uint32_t));
for(uint32_t i = 0; i < mesh->mNumVertices; i++) {
Vertex vertex;
uint32_t numMeshVertices, numMeshIndices, numMeshTextureIds;
// Position
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.position = vector;
input.read((char*) &numMeshVertices, sizeof(uint32_t));
input.read((char*) &numMeshIndices, sizeof(uint32_t));
input.read((char*) &numMeshTextureIds, sizeof(uint32_t));
// Normals
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.normalVec = vector;
// Here starts the first Vertex data
// Texture UV mapping
if(mesh->mTextureCoords[0]) {
glm::vec2 vec;
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.textureCoords = vec;
} else {
vertex.textureCoords = glm::vec2(0.0f, 0.0f);
std::vector<Vertex> meshVertices;
for(unsigned int i = 0; i < numMeshVertices; i++) {
Vertex currentVertex;
input.read((char*) &currentVertex, sizeof(Vertex));
meshVertices.push_back(currentVertex);
}
vertices.push_back(vertex);
}
// Indices
for(uint32_t i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
for(uint32_t j = 0; j < face.mNumIndices; j++) {
indices.push_back(face.mIndices[j]);
std::vector<uint32_t> meshIndices;
for(unsigned int i = 0; i < numMeshIndices; i++) {
uint32_t currentIndex;
input.read((char*) &currentIndex, sizeof(uint32_t));
meshIndices.push_back(currentIndex);
}
std::vector<Texture*> meshTextures;
for(unsigned int i = 0; i < numMeshTextureIds; i++) {
uint32_t currentTextureId;
input.read((char*) &currentTextureId, sizeof(uint32_t));
meshTextures.push_back(loadedTextures[currentTextureId]);
}
Mesh currentMesh(meshVertices, meshIndices, meshTextures);
meshes.push_back(currentMesh);
}
// Material
if(mesh->mMaterialIndex > 0) {
aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture*> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, texture_diffuse);
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
std::vector<Texture*> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, texture_specular);
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
std::vector<Texture*> normalMaps = loadMaterialTextures(material, aiTextureType_NORMALS, texture_normal);
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
std::vector<Texture*> heightMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, texture_height);
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
}
return Mesh(vertices, indices, textures);
}
std::vector<Texture*> Model::loadMaterialTextures(aiMaterial *mat, aiTextureType type, uint8_t textureType) {
std::vector<Texture*> textures;
for(uint32_t i = 0; i < mat->GetTextureCount(type); i++) {
aiString filename;
mat->GetTexture(type, i, &filename);
std::string currentPath = directory + '/' + filename.C_Str();
bool skip = 0;
for(uint32_t j = 0; j < loadedTextures.size(); j++) {
if(std::strcmp(loadedTextures[j]->getPath().c_str(), currentPath.c_str()) == 0) {
textures.push_back(loadedTextures[j]);
skip = 1;
break;
}
}
if(!skip) {
Texture *texture = new Texture(currentPath.c_str(), textureType);
loadedTextures.push_back(texture);
// Add newest texture pointer to the mesh's texture-pointer vector
Texture *new_tex = loadedTextures.back();
textures.push_back(new_tex);
}
}
return textures;
}

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@@ -1,10 +1,7 @@
#pragma once
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
#include <vector>
#include "Mesh.h"
@@ -22,17 +19,10 @@ private:
void loadModel(std::string pathToModel);
void processNode(aiNode *node, const aiScene *scene);
Mesh processMesh(aiMesh *mesh, const aiScene *scene);
std::vector<Texture*> loadMaterialTextures(aiMaterial *mat, aiTextureType type, uint8_t textureType);
std::vector<Mesh> meshes;
std::vector<Texture*> loadedTextures;
void textureFromFile(aiMaterial *mat, aiTextureType type);
std::string directory;
};

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@@ -2,12 +2,11 @@
#include "ShaderProgram.h"
#include "defines.h"
#include <cstdint>
#include <glad/glad.h>
#include <string>
enum textureType{texture_diffuse, texture_specular, texture_normal, texture_height, TEXTURE_TYPE_NUM_ITEMS};
class Texture {
public:

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@@ -4,6 +4,9 @@
#define INIT_WINDOW_WIDTH 960
#define INIT_WINDOW_HEIGHT 720
enum textureType{texture_diffuse, texture_specular, texture_normal, texture_height, TEXTURE_TYPE_NUM_ITEMS};
struct Vertex {
// Postition
glm::vec3 position;

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@@ -2,4 +2,4 @@ project(obj-converter)
add_executable(obj-converter main.cpp)
target_link_libraries(obj-converter assimp)
target_link_libraries(obj-converter assimp glm)

29
tools/fileformat.txt Normal file
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@@ -0,0 +1,29 @@
NUM_TEXTURES
TYPE_DIFFUSE
TYPE_DIFFUSE
TYPE_SPECULAR
TYPE_NORMAL
TYPE_HEIGHT
./diffuse0.jpg000000000000
./diffuse1.jpg000000000000
./specular.jpg000000000000
./normal.jpg00000000000000
./height.jpg00000000000000
NUM_VERTICES
NUM_INDICES
NUM_TEXTUREIDS
<mesh1_vertexdata>
<mesh1_indexdata>
<mesh1_textureiddata>
NUM_VERTICES
NUM_INDICES
NUM_TEXTUREIDS
<mesh2_vertexdata>
<mesh2_indexdata>
<mesh2_textureiddata>
NUM_VERTICES
NUM_INDICES
NUM_TEXTUREIDS
<mesh3_vertexdata>
<mesh3_indexdata>
<mesh3_textureiddata>

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@@ -1,7 +1,240 @@
/*
This is the tool to generate model files for the Fall-Fever game. It's used to
reduce loading time of the game, and also to reduce runtime dependencies (libassimp).
The model files do not support material colors; only textures at this point.
All path strings are 128 elements long.
*/
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <iostream>
#include <vector>
#include <cassert>
#include <fstream>
#include "../src/defines.h"
#include "primitiveModel.h"
void processNode(aiNode *node, const aiScene *scene, Model *model);
Mesh processMesh(aiMesh *mesh, const aiScene *scene, Model *model);
std::vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, uint8_t textureType, Mesh *mesh, Model *model);
int main(int argc, char** argv) {
return 1;
}
if(argc <= 1) {
std::cout << "Usage: " << argv[0] << " <Modelfiles>" << std::endl;
}
std::vector<std::string> modelSources;
for(int i = 0; i < argc - 1; i++) {
modelSources.push_back(argv[i+1]);
}
Assimp::Importer importer;
for(auto it = modelSources.begin(); it != modelSources.end(); it++) {
unsigned int flags =
aiProcess_Triangulate |
aiProcess_FlipUVs |
aiProcess_PreTransformVertices |
aiProcess_GenNormals |
aiProcess_OptimizeMeshes |
aiProcess_OptimizeGraph |
aiProcess_JoinIdenticalVertices |
aiProcess_ImproveCacheLocality |
aiProcess_CalcTangentSpace;
const aiScene* scene = importer.ReadFile((*it).c_str(), flags);
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
std::cout << "ERROR::ASSIMP::" << importer.GetErrorString() << std::endl;
return 1;
}
Model currentModel;
if(((*it).find('/')) < (*it).length()) {
// source includes a /
currentModel.directory = (*it).substr(0, (*it).find_last_of('/'));
} else {
currentModel.directory = ".";
}
processNode(scene->mRootNode, scene, &currentModel);
std::string filenameWithoutExtension = (*it).substr(0, (*it).find_last_of('.'));
std::string outputFilename = filenameWithoutExtension + ".ffo";
std::ofstream output(outputFilename, std::ios::out | std::ios::binary);
uint32_t numTextures = currentModel.textures.size();
output.write((char*) &numTextures, sizeof(uint32_t));
// Write texture types in order
for(auto it1 = currentModel.textures.begin(); it1 != currentModel.textures.end(); it1++) {
uint32_t currentTextureType = (*it1).textureType;
output.write((char*) &currentTextureType, sizeof(uint32_t));
}
// Write texture sources
for(auto it1 = currentModel.textures.begin(); it1 != currentModel.textures.end(); it1++) {
for(unsigned int i = 0; i < 128; i++) {
if(i < (*it1).pathToTexture.size()) {
uint8_t character = (*it1).pathToTexture[i];
output.write((char*) &character, sizeof(uint8_t));
} else {
uint8_t character = 0;
output.write((char*) &character, sizeof(uint8_t));
}
}
}
// Write meshes
uint32_t numMeshes = currentModel.meshes.size();
output.write((char*) &numMeshes, sizeof(uint32_t));
for(auto it1 = currentModel.meshes.begin(); it1 != currentModel.meshes.end(); it1++) {
uint32_t numVertices = (*it1).vertices.size();
uint32_t numIndices = (*it1).indices.size();
uint32_t numTextureIds = (*it1).textureIds.size();
output.write((char*) &numVertices, sizeof(uint32_t));
output.write((char*) &numIndices, sizeof(uint32_t));
output.write((char*) &numTextureIds, sizeof(uint32_t));
Vertex *vertexData = (*it1).vertices.data();
output.write((char*) vertexData, numVertices * sizeof(Vertex));
uint32_t *indexData = (*it1).indices.data();
output.write((char*) indexData, numIndices * sizeof(uint32_t));
uint32_t *textureIdData = (*it1).textureIds.data();
output.write((char*) textureIdData, numTextureIds * sizeof(uint32_t));
}
output.close();
}
return 0;
}
void processNode(aiNode *node, const aiScene *scene, Model* model) {
// Push the node's meshes into the mesh vector
for(uint32_t i = 0; i < node->mNumMeshes; i++) {
aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
model->meshes.push_back(processMesh(mesh, scene, model));
}
// Process child nodes too
for(uint32_t i = 0; i < node->mNumChildren; i++) {
processNode(node->mChildren[i], scene, model);
}
}
Mesh processMesh(aiMesh *mesh, const aiScene *scene, Model *model) {
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
std::vector<Texture> textures;
Mesh currentMesh;
for(uint32_t i = 0; i < mesh->mNumVertices; i++) {
Vertex vertex;
// Position
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.position = vector;
// Normals
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.normalVec = vector;
// Texture UV mapping
if(mesh->mTextureCoords[0]) {
glm::vec2 vec;
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.textureCoords = vec;
} else {
vertex.textureCoords = glm::vec2(0.0f, 0.0f);
}
vertices.push_back(vertex);
}
// Indices
for(uint32_t i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
for(uint32_t j = 0; j < face.mNumIndices; j++) {
indices.push_back(face.mIndices[j]);
}
}
// Material
if(mesh->mMaterialIndex > 0) {
aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, texture_diffuse, &currentMesh, model);
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, texture_specular, &currentMesh, model);
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_NORMALS, texture_normal, &currentMesh, model);
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, texture_height, &currentMesh, model);
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
}
currentMesh.vertices = vertices;
currentMesh.indices = indices;
return currentMesh;
}
std::vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, uint8_t textureType, Mesh *mesh, Model *model) {
std::vector<Texture> textures;
for(uint32_t i = 0; i < mat->GetTextureCount(type); i++) {
aiString filename;
mat->GetTexture(type, i, &filename);
std::string currentPath = model->directory + '/' + filename.C_Str();
bool skip = 0;
for(uint32_t j = 0; j < model->textures.size(); j++) {
if(std::strcmp(model->textures[j].pathToTexture.c_str(), currentPath.c_str()) == 0) {
textures.push_back(model->textures[j]);
skip = 1;
break;
}
}
if(!skip) {
Texture texture;
texture.pathToTexture = currentPath;
texture.textureType = textureType;
// textureIds start at 0, but vector elements start at 1.
texture.textureId = model->textures.size();
model->textures.push_back(texture);
// Add newest texture id to mesh
mesh->textureIds.push_back(texture.textureId);
}
}
return textures;
}

28
tools/primitiveModel.h Normal file
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@@ -0,0 +1,28 @@
#pragma once
#include <vector>
#include <string>
struct Texture {
std::string pathToTexture;
uint32_t textureType;
uint32_t textureId;
};
struct Mesh {
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
std::vector<uint32_t> textureIds;
};
struct Model {
std::vector<Texture> textures;
std::vector<Mesh> meshes;
std::string directory;
};