NazaraEngine/src/Nazara/Graphics/Loaders/OBJ/Loader.cpp

332 lines
10 KiB
C++

// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Loaders/OBJ.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/Loaders/OBJ/MTLParser.hpp>
#include <Nazara/Graphics/Loaders/OBJ/OBJParser.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/IndexMapper.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <limits>
#include <memory>
#include <unordered_map>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
bool IsSupported(const NzString& extension)
{
return (extension == "obj");
}
nzTernary Check(NzInputStream& stream, const NzModelParameters& parameters)
{
NazaraUnused(stream);
NazaraUnused(parameters);
return nzTernary_Unknown;
}
bool Load(NzModel* model, NzInputStream& stream, const NzModelParameters& parameters)
{
NzOBJParser parser(stream);
if (!parser.Parse())
{
NazaraError("OBJ parser failed");
return false;
}
std::unique_ptr<NzMesh> mesh(new NzMesh);
mesh->SetPersistent(false);
if (!mesh->CreateStatic()) // Ne devrait jamais échouer
{
NazaraInternalError("Failed to create mesh");
return false;
}
const NzString* materials = parser.GetMaterials();
const NzVector4f* positions = parser.GetPositions();
const NzVector3f* normals = parser.GetNormals();
const NzVector3f* texCoords = parser.GetTexCoords();
std::vector<unsigned int> faceIndices;
const NzOBJParser::Mesh* meshes = parser.GetMeshes();
unsigned int meshCount = parser.GetMeshCount();
for (unsigned int i = 0; i < meshCount; ++i)
{
unsigned int faceCount = meshes[i].faces.size();
if (faceCount == 0)
continue;
std::vector<unsigned int> indices;
indices.reserve(faceCount*3); // Pire cas si les faces sont des triangles
// Bien plus rapide qu'un vector (pour la recherche)
std::unordered_map<int, std::unordered_map<int, std::unordered_map<int, unsigned int>>> vertices;
unsigned int vertexCount = 0;
for (unsigned int j = 0; j < faceCount; ++j)
{
unsigned int faceVertexCount = meshes[i].faces[j].vertices.size();
faceIndices.resize(faceVertexCount);
for (unsigned int k = 0; k < faceVertexCount; ++k)
{
const NzOBJParser::FaceVertex& vertex = meshes[i].faces[j].vertices[k];
auto& map = vertices[vertex.texCoord][vertex.normal];
auto it = map.find(vertex.position);
if (it == map.end())
{
faceIndices[k] = vertexCount;
map[vertex.position] = vertexCount++;
}
else
faceIndices[k] = it->second;
}
for (unsigned int k = 1; k < faceVertexCount-1; ++k)
{
indices.push_back(faceIndices[0]);
indices.push_back(faceIndices[k]);
indices.push_back(faceIndices[k+1]);
}
}
// Création des buffers
std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(vertexCount > std::numeric_limits<nzUInt16>::max(), indices.size(), parameters.mesh.storage, nzBufferUsage_Static));
indexBuffer->SetPersistent(false);
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Normal_UV_Tangent), vertexCount, parameters.mesh.storage, nzBufferUsage_Static));
vertexBuffer->SetPersistent(false);
// Remplissage des indices
NzIndexMapper indexMapper(indexBuffer.get(), nzBufferAccess_WriteOnly);
for (unsigned int j = 0; j < indices.size(); ++j)
indexMapper.Set(j, indices[j]);
indexMapper.Unmap(); // Pour laisser les autres tâches affecter l'index buffer
// Remplissage des vertices
bool hasNormals = true;
bool hasTexCoords = true;
NzBufferMapper<NzVertexBuffer> vertexMapper(vertexBuffer.get(), nzBufferAccess_WriteOnly);
NzMeshVertex* meshVertices = static_cast<NzMeshVertex*>(vertexMapper.GetPointer());
for (auto& uvIt : vertices)
{
for (auto& normalIt : uvIt.second)
{
for (auto& positionIt : normalIt.second)
{
NzMeshVertex& vertex = meshVertices[positionIt.second];
const NzVector4f& vec = positions[positionIt.first];
vertex.position.Set(vec.x, vec.y, vec.z);
vertex.position *= parameters.mesh.scale/vec.w;
int index;
index = normalIt.first; // Normale
if (index >= 0)
vertex.normal = normals[index];
else
hasNormals = false;
index = uvIt.first; // Coordonnées de texture
if (index >= 0)
{
const NzVector3f& uvw = texCoords[index];
vertex.uv.Set(uvw.x, (parameters.mesh.flipUVs) ? 1.f - uvw.y : uvw.y); // Inversion des UVs si demandé
}
else
hasTexCoords = false;
}
}
}
vertexMapper.Unmap();
std::unique_ptr<NzStaticMesh> subMesh(new NzStaticMesh(mesh.get()));
if (!subMesh->Create(vertexBuffer.get()))
{
NazaraError("Failed to create StaticMesh");
continue;
}
vertexBuffer.release();
if (parameters.mesh.optimizeIndexBuffers)
indexBuffer->Optimize();
subMesh->SetIndexBuffer(indexBuffer.get());
indexBuffer.release();
subMesh->GenerateAABB();
subMesh->SetMaterialIndex(meshes[i].material);
subMesh->SetPrimitiveMode(nzPrimitiveMode_TriangleList);
// Ce que nous pouvons générer dépend des données à disposition (par exemple les tangentes nécessitent des coordonnées de texture)
if (hasNormals && hasTexCoords)
subMesh->GenerateTangents();
else if (hasTexCoords)
subMesh->GenerateNormalsAndTangents();
else
subMesh->GenerateNormals();
mesh->AddSubMesh(meshes[i].name + '_' + materials[meshes[i].material], subMesh.get());
subMesh.release();
}
if (parameters.mesh.center)
{
unsigned int subMeshCount = mesh->GetSubMeshCount();
for (unsigned int i = 0; i < subMeshCount; ++i)
{
NzStaticMesh* subMesh = static_cast<NzStaticMesh*>(mesh->GetSubMesh(i));
subMesh->Center();
}
mesh->InvalidateAABB();
}
mesh->SetMaterialCount(parser.GetMaterialCount());
model->SetMesh(mesh.get());
mesh.release();
// On charge les matériaux si demandé
NzString mtlLib = parser.GetMtlLib();
if (parameters.loadMaterials && !mtlLib.IsEmpty())
{
NzFile file(stream.GetDirectory() + mtlLib);
if (file.Open(NzFile::ReadOnly | NzFile::Text))
{
NzMTLParser materialParser(file);
if (materialParser.Parse())
{
std::unordered_map<NzString, NzMaterial*> materialCache;
NzString baseDir = file.GetDirectory();
for (unsigned int i = 0; i < meshCount; ++i)
{
const NzString& matName = materials[meshes[i].material];
const NzMTLParser::Material* mtlMat = materialParser.GetMaterial(matName);
if (mtlMat)
{
auto it = materialCache.find(matName);
if (it != materialCache.end())
model->SetMaterial(meshes[i].material, it->second);
else
{
std::unique_ptr<NzMaterial> material(new NzMaterial);
material->SetPersistent(false);
material->SetShader(parameters.material.shaderName);
nzUInt8 alphaValue = static_cast<nzUInt8>(mtlMat->alpha*255.f);
NzColor ambientColor(mtlMat->ambient);
ambientColor.a = alphaValue;
NzColor diffuseColor(mtlMat->diffuse);
diffuseColor.a = alphaValue;
NzColor specularColor(mtlMat->specular);
specularColor.a = alphaValue;
material->SetAmbientColor(ambientColor);
material->SetDiffuseColor(diffuseColor);
material->SetSpecularColor(specularColor);
material->SetShininess(mtlMat->shininess);
bool hasAlphaMap = false;;
if (parameters.material.loadAlphaMap && !mtlMat->alphaMap.IsEmpty())
{
std::unique_ptr<NzTexture> alphaMap(new NzTexture);
alphaMap->SetPersistent(false);
if (alphaMap->LoadFromFile(baseDir + mtlMat->alphaMap))
{
hasAlphaMap = true;
material->SetAlphaMap(alphaMap.get());
alphaMap.release();
}
else
NazaraWarning("Failed to load alpha map (" + mtlMat->alphaMap + ')');
}
if (parameters.material.loadDiffuseMap && !mtlMat->diffuseMap.IsEmpty())
{
std::unique_ptr<NzTexture> diffuseMap(new NzTexture);
diffuseMap->SetPersistent(false);
if (diffuseMap->LoadFromFile(baseDir + mtlMat->diffuseMap))
{
material->SetDiffuseMap(diffuseMap.get());
diffuseMap.release();
}
else
NazaraWarning("Failed to load diffuse map (" + mtlMat->diffuseMap + ')');
}
if (parameters.material.loadSpecularMap && !mtlMat->specularMap.IsEmpty())
{
std::unique_ptr<NzTexture> specularMap(new NzTexture);
specularMap->SetPersistent(false);
if (specularMap->LoadFromFile(baseDir + mtlMat->specularMap))
{
material->SetSpecularMap(specularMap.get());
specularMap.release();
}
else
NazaraWarning("Failed to load specular map (" + mtlMat->specularMap + ')');
}
// Si nous avons une alpha map ou des couleurs transparentes,
// nous devons configurer le matériau pour accepter la transparence au mieux
if (hasAlphaMap || alphaValue != 255)
{
// On paramètre le matériau pour accepter la transparence au mieux
material->Enable(nzRendererParameter_Blend, true);
material->Enable(nzRendererParameter_DepthWrite, false);
material->SetDstBlend(nzBlendFunc_InvSrcAlpha);
material->SetSrcBlend(nzBlendFunc_SrcAlpha);
}
materialCache[matName] = material.get();
model->SetMaterial(meshes[i].material, material.get());
material.release();
}
}
else
NazaraWarning("MTL has no material \"" + matName + '"');
}
}
else
NazaraWarning("MTL parser failed");
}
else
NazaraWarning("Failed to open MTL file (" + file.GetPath() + ')');
}
return true;
}
}
void NzLoaders_OBJ_Register()
{
NzModelLoader::RegisterLoader(IsSupported, Check, Load);
}
void NzLoaders_OBJ_Unregister()
{
NzModelLoader::UnregisterLoader(IsSupported, Check, Load);
}