3 #include <assimp/cimport.h>
4 #include <assimp/material.h>
5 #include <assimp/mesh.h>
6 #include <assimp/postprocess.h>
7 #include <assimp/scene.h>
11 #include <gmath/gmath.h>
18 #include "opengl/mesh-gl.h"
19 #include "vulkan/mesh-vk.h"
21 #include "opengl/texture-gl.h"
22 #include "vulkan/texture-vk.h"
24 extern bool use_vulkan;
25 static Mesh *load_mesh(const aiScene *scene, unsigned int index);
26 static Material *load_material(const aiScene *ascene, Scene *scene, unsigned int index);
33 for(size_t i=0; i<meshes.size(); ++i)
38 for(size_t i=0; i<materials.size(); ++i)
43 for(size_t i= 0; i<textures.size(); ++i)
48 bool Scene::load(const char *fname)
51 unsigned int ai_flags = aiProcessPreset_TargetRealtime_Quality;
52 const aiScene *scene = aiImportFile(fname, ai_flags);
54 fprintf(stderr, "Failed to import scene: %s\n", fname);
58 /* loading scene meshes */
59 for(unsigned int i=0; i<scene->mNumMeshes; ++i) {
60 Mesh *mesh = load_mesh(scene, i);
62 fprintf(stderr, "Failed to load mesh no: %d.\n", i);
65 meshes.push_back(mesh);
68 /* loading materials */
69 for(unsigned int i=0; i<scene->mNumMaterials; ++i) {
70 Material *material = load_material(scene, this, i);
72 fprintf(stderr, "Failed to load material no: %d", i);
75 materials.push_back(material);
81 aiReleaseImport(scene);
85 static Mesh *load_mesh(const aiScene *scene, unsigned int index)
87 /* load mesh with index from scene using assimp */
88 aiMesh *amesh = scene->mMeshes[index];
90 fprintf(stderr, "Failed to load assimp mesh no: %d.\n", index);
102 mesh->name = std::string(amesh->mName.data);
103 mesh->which_mask = 0;
105 for(unsigned int i=0; i<amesh->mNumVertices; ++i) {
107 if(amesh->HasPositions()) {
108 mesh->which_mask |= MESH_VERTEX;
109 Vec3 vertex = Vec3(amesh->mVertices[i].x, amesh->mVertices[i].y,
110 amesh->mVertices[i].z);
112 mesh->vertices.push_back(vertex);
115 fprintf(stderr, "Mesh has no geometry!\n");
121 if(amesh->HasNormals()) {
122 mesh->which_mask |= MESH_NORMAL;
123 Vec3 normal = Vec3(amesh->mNormals[i].x, amesh->mNormals[i].y,
124 amesh->mNormals[i].z);
125 mesh->normals.push_back(normal);
128 fprintf(stderr, "Mesh has no normals!\n");
133 /* texture coordinates */
134 if(amesh->mTextureCoords[0]) {
135 mesh->which_mask |= MESH_TEXTURE;
137 Vec2(amesh->mTextureCoords[0][i].x, amesh->mTextureCoords[0][i].y);
138 mesh->tex_coords.push_back(tex_coord);
141 mesh->tex_coords.push_back(Vec2(0, 0));
145 if(amesh->mTangents) {
146 mesh->which_mask |= MESH_TANGENT;
147 Vec3 tangent = Vec3(amesh->mTangents[i].x, amesh->mTangents[i].y,
148 amesh->mTangents[i].z);
149 mesh->tangents.push_back(tangent);
152 mesh->tangents.push_back(Vec3(1, 0, 0));
155 /* indices (called faces in assimp) */
156 if(amesh->HasFaces()) {
157 mesh->which_mask |= MESH_INDEX;
158 for(unsigned int i=0; i<amesh->mNumFaces; ++i) {
159 mesh->indices.push_back(amesh->mFaces[i].mIndices[0]);
160 mesh->indices.push_back(amesh->mFaces[i].mIndices[1]);
161 mesh->indices.push_back(amesh->mFaces[i].mIndices[2]);
165 fprintf(stderr, "No faces found.\n");
170 static Material *load_material(const aiScene *ascene, Scene *scene, unsigned int index)
172 aiMaterial *amat = ascene->mMaterials[index];
174 fprintf(stderr, "Failed to load material no: %d.\n", index);
178 Material *mat = new Material;
182 // mat->name = std::string(amat->name.data);
185 aiGetMaterialColor(amat, AI_MATKEY_COLOR_DIFFUSE, &color);
186 mat->diffuse = Vec3(color.r, color.g, color.b);
188 aiGetMaterialColor(amat, AI_MATKEY_COLOR_SPECULAR, &color);
190 aiGetMaterialFloat(amat, AI_MATKEY_SHININESS_STRENGTH, &spstr);
191 mat->specular = spstr * Vec3(color.r, color.g, color.b);
193 aiGetMaterialFloat(amat, AI_MATKEY_SHININESS, &mat->shininess);
196 if(aiGetMaterialString(amat, AI_MATKEY_TEXTURE_DIFFUSE(0), &tex_name) == aiReturn_SUCCESS) {
197 /* different scene objects might use the same texture, we shouldn't store it twice*/
198 //mat->dtex = scene->find_texture(tex_name.data);
201 mat->dtex = new TextureVK;
204 mat->dtex = new TextureGL;
206 if(!mat->dtex->load(tex_name.data)) {
207 fprintf(stderr, "Failed to load texture data: %s.\n", tex_name.data);
211 scene->textures.push_back(mat->dtex);