(OBJLoader) Improved code
Former-commit-id: 78252bd96d1d8eeba596892a9599136f26312618
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96a5bc950c
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122e4a013c
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@ -3,6 +3,8 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/Loaders/OBJ.hpp>
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#include <Nazara/Core/Algorithm.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/Loaders/OBJ/MTLParser.hpp>
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@ -16,6 +18,8 @@
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#include <unordered_map>
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#include <Nazara/Graphics/Debug.hpp>
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///TODO: N'avoir qu'un seul VertexBuffer communs à tous les meshes
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namespace
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{
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bool IsSupported(const NzString& extension)
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@ -31,10 +35,97 @@ namespace
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return nzTernary_Unknown;
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}
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bool LoadMaterials(NzModel* model, const NzString& filePath, const NzMaterialParams& parameters, const NzString* materials, const NzOBJParser::Mesh* meshes, unsigned int meshCount)
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{
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NzFile file(filePath);
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if (!file.Open(NzFile::ReadOnly | NzFile::Text))
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{
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NazaraError("Failed to open MTL file (" + file.GetPath() + ')');
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return false;
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}
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NzMTLParser materialParser(file);
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if (!materialParser.Parse())
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{
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NazaraError("MTL parser failed");
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return false;
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}
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std::unordered_map<NzString, NzMaterialRef> materialCache;
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NzString baseDir = file.GetDirectory();
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for (unsigned int i = 0; i < meshCount; ++i)
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{
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const NzString& matName = materials[meshes[i].material];
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const NzMTLParser::Material* mtlMat = materialParser.GetMaterial(matName);
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if (!mtlMat)
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{
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NazaraWarning("MTL has no material \"" + matName + '"');
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continue;
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}
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auto it = materialCache.find(matName);
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if (it == materialCache.end())
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{
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NzMaterialRef material = NzMaterial::New();
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material->SetShader(parameters.shaderName);
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nzUInt8 alphaValue = static_cast<nzUInt8>(mtlMat->alpha*255.f);
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NzColor ambientColor(mtlMat->ambient);
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NzColor diffuseColor(mtlMat->diffuse);
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NzColor specularColor(mtlMat->specular);
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ambientColor.a = alphaValue;
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diffuseColor.a = alphaValue;
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specularColor.a = alphaValue;
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material->SetAmbientColor(ambientColor);
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material->SetDiffuseColor(diffuseColor);
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material->SetSpecularColor(specularColor);
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material->SetShininess(mtlMat->shininess);
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bool isTranslucent = (alphaValue != 255);
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if (parameters.loadAlphaMap && !mtlMat->alphaMap.IsEmpty())
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{
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if (material->SetAlphaMap(baseDir + mtlMat->alphaMap))
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isTranslucent = true; // Une alpha map indique de la transparence
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else
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NazaraWarning("Failed to load alpha map (" + mtlMat->alphaMap + ')');
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}
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if (parameters.loadDiffuseMap && !mtlMat->diffuseMap.IsEmpty())
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{
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if (!material->SetDiffuseMap(baseDir + mtlMat->diffuseMap))
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NazaraWarning("Failed to load diffuse map (" + mtlMat->diffuseMap + ')');
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}
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if (parameters.loadSpecularMap && !mtlMat->specularMap.IsEmpty())
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{
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if (!material->SetSpecularMap(baseDir + mtlMat->specularMap))
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NazaraWarning("Failed to load specular map (" + mtlMat->specularMap + ')');
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}
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// Si nous avons une alpha map ou des couleurs transparentes,
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// nous devons configurer le matériau pour accepter la transparence au mieux
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if (isTranslucent)
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{
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// On paramètre le matériau pour accepter la transparence au mieux
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material->Enable(nzRendererParameter_Blend, true);
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material->Enable(nzRendererParameter_DepthWrite, false);
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material->SetDstBlend(nzBlendFunc_InvSrcAlpha);
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material->SetSrcBlend(nzBlendFunc_SrcAlpha);
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}
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it = materialCache.emplace(matName, std::move(material)).first;
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}
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model->SetMaterial(meshes[i].material, it->second);
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}
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}
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bool Load(NzModel* model, NzInputStream& stream, const NzModelParameters& parameters)
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{
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NzOBJParser parser(stream);
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if (!parser.Parse())
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{
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NazaraError("OBJ parser failed");
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@ -53,10 +144,15 @@ namespace
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const NzVector3f* normals = parser.GetNormals();
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const NzVector3f* texCoords = parser.GetTexCoords();
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std::vector<unsigned int> faceIndices;
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const NzOBJParser::Mesh* meshes = parser.GetMeshes();
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unsigned int meshCount = parser.GetMeshCount();
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NazaraAssert(materials != nullptr && positions != nullptr && normals != nullptr &&
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texCoords != nullptr && meshes != nullptr && meshCount > 0,
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"Invalid OBJParser output");
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// Un conteneur temporaire pour contenir les indices de face avant triangulation
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std::vector<unsigned int> faceIndices(3); // Comme il y aura au moins trois sommets
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for (unsigned int i = 0; i < meshCount; ++i)
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{
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unsigned int faceCount = meshes[i].faces.size();
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@ -66,8 +162,35 @@ namespace
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std::vector<unsigned int> indices;
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indices.reserve(faceCount*3); // Pire cas si les faces sont des triangles
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// Bien plus rapide qu'un vector (pour la recherche)
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std::unordered_map<int, std::unordered_map<int, std::unordered_map<int, unsigned int>>> vertices;
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// Afin d'utiliser OBJParser::FaceVertex comme clé dans un unordered_map,
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// nous devons fournir un foncteur de hash ainsi qu'un foncteur de comparaison
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// Hash
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struct FaceVertexHasher
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{
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std::size_t operator()(const NzOBJParser::FaceVertex& o) const
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{
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std::size_t seed = 0;
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NzHashCombine(seed, o.normal);
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NzHashCombine(seed, o.position);
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NzHashCombine(seed, o.texCoord);
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return seed;
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}
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};
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// Comparaison
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struct FaceVertexComparator
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{
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bool operator()(const NzOBJParser::FaceVertex& lhs, const NzOBJParser::FaceVertex& rhs) const
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{
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return lhs.normal == rhs.normal &&
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lhs.position == rhs.position &&
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lhs.texCoord == rhs.texCoord;
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}
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};
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std::unordered_map<NzOBJParser::FaceVertex, unsigned int, FaceVertexHasher, FaceVertexComparator> vertices;
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unsigned int vertexCount = 0;
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for (unsigned int j = 0; j < faceCount; ++j)
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@ -79,15 +202,11 @@ namespace
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{
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const NzOBJParser::FaceVertex& vertex = meshes[i].faces[j].vertices[k];
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auto& map = vertices[vertex.texCoord][vertex.normal];
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auto it = map.find(vertex.position);
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if (it == map.end())
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{
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faceIndices[k] = vertexCount;
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map[vertex.position] = vertexCount++;
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}
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else
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faceIndices[k] = it->second;
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auto it = vertices.find(vertex);
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if (it == vertices.end())
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it = vertices.emplace(vertex, vertexCount++).first;
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faceIndices[k] = it->second;
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}
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for (unsigned int k = 1; k < faceVertexCount-1; ++k)
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@ -114,36 +233,29 @@ namespace
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bool hasTexCoords = true;
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NzBufferMapper<NzVertexBuffer> vertexMapper(vertexBuffer, nzBufferAccess_WriteOnly);
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NzMeshVertex* meshVertices = static_cast<NzMeshVertex*>(vertexMapper.GetPointer());
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for (auto& uvIt : vertices)
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for (auto& vertexPair : vertices)
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{
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for (auto& normalIt : uvIt.second)
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const NzOBJParser::FaceVertex& vertexIndices = vertexPair.first;
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unsigned int index = vertexPair.second;
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NzMeshVertex& vertex = meshVertices[index];
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const NzVector4f& vec = positions[vertexIndices.position];
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vertex.position.Set(vec.x, vec.y, vec.z);
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vertex.position *= parameters.mesh.scale/vec.w;
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if (vertexIndices.normal >= 0)
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vertex.normal = normals[vertexIndices.normal];
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else
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hasNormals = false;
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if (vertexIndices.texCoord >= 0)
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{
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for (auto& positionIt : normalIt.second)
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{
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NzMeshVertex& vertex = meshVertices[positionIt.second];
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const NzVector4f& vec = positions[positionIt.first];
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vertex.position.Set(vec.x, vec.y, vec.z);
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vertex.position *= parameters.mesh.scale/vec.w;
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int index;
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index = normalIt.first; // Normale
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if (index >= 0)
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vertex.normal = normals[index];
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else
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hasNormals = false;
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index = uvIt.first; // Coordonnées de texture
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if (index >= 0)
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{
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const NzVector3f& uvw = texCoords[index];
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vertex.uv.Set(uvw.x, (parameters.mesh.flipUVs) ? 1.f - uvw.y : uvw.y); // Inversion des UVs si demandé
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}
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else
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hasTexCoords = false;
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}
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const NzVector3f& uvw = texCoords[vertexIndices.texCoord];
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vertex.uv.Set(uvw.x, (parameters.mesh.flipUVs) ? 1.f - uvw.y : uvw.y); // Inversion des UVs si demandé
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}
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else
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hasTexCoords = false;
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}
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vertexMapper.Unmap();
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@ -184,90 +296,8 @@ namespace
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NzString mtlLib = parser.GetMtlLib();
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if (parameters.loadMaterials && !mtlLib.IsEmpty())
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{
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NzFile file(stream.GetDirectory() + mtlLib);
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if (file.Open(NzFile::ReadOnly | NzFile::Text))
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{
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NzMTLParser materialParser(file);
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if (materialParser.Parse())
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{
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std::unordered_map<NzString, NzMaterialRef> materialCache;
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NzString baseDir = file.GetDirectory();
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for (unsigned int i = 0; i < meshCount; ++i)
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{
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const NzString& matName = materials[meshes[i].material];
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const NzMTLParser::Material* mtlMat = materialParser.GetMaterial(matName);
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if (mtlMat)
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{
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auto it = materialCache.find(matName);
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if (it != materialCache.end())
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model->SetMaterial(meshes[i].material, it->second);
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else
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{
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NzMaterialRef material = NzMaterial::New();
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material->SetShader(parameters.material.shaderName);
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nzUInt8 alphaValue = static_cast<nzUInt8>(mtlMat->alpha*255.f);
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NzColor ambientColor(mtlMat->ambient);
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ambientColor.a = alphaValue;
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NzColor diffuseColor(mtlMat->diffuse);
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diffuseColor.a = alphaValue;
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NzColor specularColor(mtlMat->specular);
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specularColor.a = alphaValue;
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material->SetAmbientColor(ambientColor);
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material->SetDiffuseColor(diffuseColor);
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material->SetSpecularColor(specularColor);
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material->SetShininess(mtlMat->shininess);
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bool hasAlphaMap = false;;
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if (parameters.material.loadAlphaMap && !mtlMat->alphaMap.IsEmpty())
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{
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if (material->SetAlphaMap(baseDir + mtlMat->alphaMap))
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hasAlphaMap = true;
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else
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NazaraWarning("Failed to load alpha map (" + mtlMat->alphaMap + ')');
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}
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if (parameters.material.loadDiffuseMap && !mtlMat->diffuseMap.IsEmpty())
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{
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if (!material->SetDiffuseMap(baseDir + mtlMat->diffuseMap))
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NazaraWarning("Failed to load diffuse map (" + mtlMat->diffuseMap + ')');
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}
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if (parameters.material.loadSpecularMap && !mtlMat->specularMap.IsEmpty())
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{
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if (!material->SetSpecularMap(baseDir + mtlMat->specularMap))
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NazaraWarning("Failed to load specular map (" + mtlMat->specularMap + ')');
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}
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// Si nous avons une alpha map ou des couleurs transparentes,
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// nous devons configurer le matériau pour accepter la transparence au mieux
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if (hasAlphaMap || alphaValue != 255)
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{
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// On paramètre le matériau pour accepter la transparence au mieux
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material->Enable(nzRendererParameter_Blend, true);
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material->Enable(nzRendererParameter_DepthWrite, false);
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material->SetDstBlend(nzBlendFunc_InvSrcAlpha);
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material->SetSrcBlend(nzBlendFunc_SrcAlpha);
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}
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materialCache[matName] = material;
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model->SetMaterial(meshes[i].material, material);
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}
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}
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else
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NazaraWarning("MTL has no material \"" + matName + '"');
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}
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}
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else
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NazaraWarning("MTL parser failed");
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}
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else
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NazaraWarning("Failed to open MTL file (" + file.GetPath() + ')');
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NzErrorFlags flags(nzErrorFlag_ThrowExceptionDisabled);
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LoadMaterials(model, stream.GetDirectory() + mtlLib, parameters.material, materials, meshes, meshCount);
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}
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return true;
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