Files
inferno-cpu/src/util/assetloader.cpp
2019-09-06 17:15:08 +01:00

102 lines
3.1 KiB
C++

#include "assetloader.hpp"
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cpp
#include "tiny_obj_loader.hpp"
#include "../definitions/materials/material.hpp"
#include "../definitions/primatives/primative.hpp"
#include "../definitions/primatives/triangle.hpp"
#include "../maths.hpp"
glm::vec3 getNormal(glm::vec3 p0, glm::vec3 p1, glm::vec3 p2) {
glm::vec3 u = p1 - p0;
glm::vec3 v = p2 - p0;
glm::vec3 normal;
normal.x = u.y * v.z - u.z * v.y;
normal.y = u.z * v.x - u.x * v.z;
normal.z = u.x * v.y - u.y * v.x;
return normal;
}
std::vector<Triangle*> LoadTrianglesBasic(std::string path, std::string basePath) {
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string warn, err;
bool canLoad = tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, path.c_str(), basePath.c_str());
if (!err.empty() || !canLoad) {
std::cerr << "Cannot load obj: '" << path << "': " << err << std::endl;
exit(0);
}
if (!warn.empty()) {
std::cerr << "Warning from obj loader while loading obj: '" << path << "': " << warn << std::endl;
}
std::vector<Triangle*> triangles;
for (size_t s = 0; s < shapes.size(); s++) {
size_t index_offset = 0;
for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
int fv = shapes[s].mesh.num_face_vertices[f];
if (fv == 3) {
tinyobj::real_t avx[3];
tinyobj::real_t avy[3];
tinyobj::real_t avz[3];
tinyobj::real_t anx[3];
tinyobj::real_t any[3];
tinyobj::real_t anz[3];
for (size_t v = 0; v < fv; v++) {
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
avx[v] = attrib.vertices[3 * idx.vertex_index + 0];
avy[v] = attrib.vertices[3 * idx.vertex_index + 1];
avz[v] = attrib.vertices[3 * idx.vertex_index + 2];
anx[v] = attrib.normals[3 * idx.normal_index + 0];
any[v] = attrib.normals[3 * idx.normal_index + 1];
anz[v] = attrib.normals[3 * idx.normal_index + 2];
}
// tinyobj::material_t material = materials[shapes[s].mesh.material_ids[f]];
// Material* mat = new Material({ material.diffuse[0], material.diffuse[1], material.diffuse[2] }, 0.6f, material.illum);
Material* mat = new Material({ 1.0f, 1.0f, 1.0f }, 0.4f);
// glm::vec3 normal = getNormal(
// {avx[0], avy[0], avz[0]},
// {avx[1], avy[1], avz[1]},
// {avx[2], avy[2], avz[2]}
// );
Triangle* tmp = new Triangle {
{avx[0], avy[0], avz[0]},
{avx[1], avy[1], avz[1]},
{avx[2], avy[2], avz[2]},
// normal, normal, normal
{anx[0], any[0], anz[0]},
{anx[1], any[1], anz[1]},
{anx[2], any[2], anz[2]},
mat,
};
triangles.push_back(tmp);
}
index_offset += fv;
}
}
return triangles;
}