A small OpenGL 3+ renderer and game engine
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#include <cassert>
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <glm/glm.hpp>
#include <glm/geometric.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "dumbLog.h"
#include "mesh.h"
// forward declarations
void assimpLogCB(const char* message, char* user);
meMeshInfo* allocateMeshInfo(uint num_vertices, uint num_indices, bool has_normals, bool has_texture);
void freeMesh(meMeshInfo* mesh);
inline glm::vec3 copyVector(aiVector3D v_in, glm::vec3& v_out);
meMeshInfo* copyMeshInfo(const char* data_dir, const aiScene* scene, aiMesh* mesh);
// interface
bool
meInitAssimp()
{
LOG(Info) << "Initializing Assimp\n";
aiLogStream ls;
ls.callback = assimpLogCB;
aiAttachLogStream(&ls);
return true;
}
bool
meLoadFromFile(meMeshGroup& mesh_group, const char* data_dir, const char* filename)
{
LOG(Info) << "Loading file: " << filename << "\n";
const aiScene* scene = aiImportFile(filename, aiProcessPreset_TargetRealtime_MaxQuality);
if (!scene) {
LOG(Error) << "Error loading file: " << filename << "\n";
return false;
}
if (scene->mNumMeshes < 1) {
LOG(Error) << "Scene contains no meshes\n";
return false;
}
mesh_group.num_meshes = scene->mNumMeshes;
mesh_group.meshes = UTIL_ALLOC(mesh_group.num_meshes, meMeshInfo*);
mesh_group.use_normals = scene->mMeshes[0]->HasNormals();
for (uint i = 0; i < scene->mNumMeshes; i++) {
mesh_group.meshes[i] = copyMeshInfo(data_dir, scene, scene->mMeshes[i]);
}
// free memeory from assimp
aiReleaseImport(scene);
return true;
}
void
meFreeMeshGroup(meMeshGroup& mesh_group)
{
for (uint i = 0; i < mesh_group.num_meshes; i++)
freeMesh(mesh_group.meshes[i]);
utilSafeFree(mesh_group.meshes);
}
void
meShutdownAssimp()
{
aiDetachAllLogStreams();
}
// internal
void
assimpLogCB(const char* message, char* user)
{
// NOTE: filter 'info' messages from assimp
if (!utilMatchPrefix(message, "Info,", 5))
LOG(Info) << message << "\n";
}
meMeshInfo*
allocateMeshInfo(uint num_vertices, uint num_indices, bool has_normals, bool has_texture)
{
meMeshInfo* mi = UTIL_ALLOC(1, meMeshInfo);
mi->model_transform = glm::mat4(1);
// allocate buffers for vertex and index data from mesh
mi->num_vertices = num_vertices;
mi->vertices = UTIL_ALLOC(mi->num_vertices, glm::vec3);
mi->num_indices = num_indices;
mi->indices = UTIL_ALLOC(num_indices, uint);
if (has_normals) mi->normals = UTIL_ALLOC(mi->num_vertices, glm::vec3);
if (has_texture) mi->texture_coords = UTIL_ALLOC(mi->num_vertices, glm::vec3);
return mi;
}
void
freeMesh(meMeshInfo* mesh)
{
utilFreeImage(mesh->diffuse_texture);
utilSafeFree(mesh->vertices);
utilSafeFree(mesh->normals);
utilSafeFree(mesh->texture_coords);
utilSafeFree(mesh->indices);
utilSafeFree(mesh);
}
inline glm::vec3
copyVector(aiVector3D v_in, glm::vec3& v_out)
{
v_out.x = v_in.x;
v_out.y = v_in.y;
v_out.z = v_in.z;
return v_out;
}
meMeshInfo*
copyMeshInfo(const char* data_dir, const aiScene* scene, aiMesh* mesh)
{
bool has_tex = mesh->HasTextureCoords(0);
bool has_normals = mesh->HasNormals();
meMeshInfo* mi = allocateMeshInfo(mesh->mNumVertices, mesh->mNumFaces * 3, has_normals, has_tex);
// copy vertices, normals, and texture coords
for (uint i = 0; i < mi->num_vertices; i++) {
copyVector(mesh->mVertices[i], mi->vertices[i]);
if (has_normals)
copyVector(mesh->mNormals[i], mi->normals[i]);
if (has_tex) {
mi->texture_coords[i].x = mesh->mTextureCoords[0][i].x;
mi->texture_coords[i].y = mesh->mTextureCoords[0][i].y;
}
}
// copy indices
for (uint i = 0; i < mesh->mNumFaces; i++)
for (uint j = 0; j < 3; j++)
mi->indices[i * 3 + j] = mesh->mFaces[i].mIndices[j];
// material
aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
aiColor3D color(0.f, 0.f, 0.f);
if (AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_DIFFUSE, color)) {
mi->diffuse_color.r = color.r;
mi->diffuse_color.g = color.g;
mi->diffuse_color.b = color.b;
}
if (has_tex && mat->GetTextureCount(aiTextureType_DIFFUSE) > 0) {
aiString file_name;
if (AI_SUCCESS != mat->GetTexture(aiTextureType_DIFFUSE, 0, &file_name, NULL, NULL, NULL, NULL, NULL)) {
LOG(Error) << "No diffuse texture from assimp\n";
} else {
LOG(Info) << "Loading texture file: " << file_name.C_Str() << "\n";
mi->diffuse_texture = utilLoadImage(data_dir, file_name.C_Str());
mi->use_texture = true;
}
}
return mi;
}