NazaraEngine/src/Nazara/Utility/Formats/OBJLoader.cpp

332 lines
9.9 KiB
C++

// Copyright (C) 2016 Jérôme Leclercq
// This file is part of the "Nazara Engine - Utility module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Utility/Formats/OBJLoader.hpp>
#include <Nazara/Core/Algorithm.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/IndexMapper.hpp>
#include <Nazara/Utility/MaterialData.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/Formats/MTLParser.hpp>
#include <Nazara/Utility/Formats/OBJParser.hpp>
#include <cstdio>
#include <limits>
#include <memory>
#include <unordered_map>
#include <Nazara/Utility/Debug.hpp>
///TODO: N'avoir qu'un seul VertexBuffer communs à tous les meshes
namespace Nz
{
namespace
{
bool IsSupported(const String& extension)
{
return (extension == "obj");
}
Ternary Check(Stream& stream, const MeshParams& parameters)
{
NazaraUnused(stream);
bool skip;
if (parameters.custom.GetBooleanParameter("SkipNativeOBJLoader", &skip) && skip)
return Ternary_False;
OBJParser parser;
if (!parser.Check(stream))
return Ternary_False;
return Ternary_Unknown;
}
bool ParseMTL(Mesh* mesh, const String& filePath, const String* materials, const OBJParser::Mesh* meshes, UInt32 meshCount)
{
File file(filePath);
if (!file.Open(OpenMode_ReadOnly | OpenMode_Text))
{
NazaraError("Failed to open MTL file (" + file.GetPath() + ')');
return false;
}
MTLParser materialParser;
if (!materialParser.Parse(file))
{
NazaraError("MTL parser failed");
return false;
}
std::unordered_map<String, ParameterList> materialCache;
String baseDir = file.GetDirectory();
for (UInt32 i = 0; i < meshCount; ++i)
{
const String& matName = materials[meshes[i].material];
const MTLParser::Material* mtlMat = materialParser.GetMaterial(matName);
if (!mtlMat)
{
NazaraWarning("MTL has no material \"" + matName + '"');
continue;
}
auto it = materialCache.find(matName);
if (it == materialCache.end())
{
ParameterList data;
UInt8 alphaValue = static_cast<UInt8>(mtlMat->alpha*255.f);
Color ambientColor(mtlMat->ambient);
Color diffuseColor(mtlMat->diffuse);
Color specularColor(mtlMat->specular);
ambientColor.a = alphaValue;
diffuseColor.a = alphaValue;
specularColor.a = alphaValue;
data.SetParameter(MaterialData::AmbientColor, ambientColor);
data.SetParameter(MaterialData::DiffuseColor, diffuseColor);
data.SetParameter(MaterialData::Shininess, mtlMat->shininess);
data.SetParameter(MaterialData::SpecularColor, specularColor);
if (!mtlMat->alphaMap.IsEmpty())
{
String fullPath = mtlMat->alphaMap;
if (!Nz::File::IsAbsolute(fullPath))
fullPath.Prepend(baseDir);
data.SetParameter(MaterialData::AlphaTexturePath, fullPath);
}
if (!mtlMat->diffuseMap.IsEmpty())
{
String fullPath = mtlMat->diffuseMap;
if (!Nz::File::IsAbsolute(fullPath))
fullPath.Prepend(baseDir);
data.SetParameter(MaterialData::DiffuseTexturePath, fullPath);
}
if (!mtlMat->specularMap.IsEmpty())
{
String fullPath = mtlMat->specularMap;
if (!Nz::File::IsAbsolute(fullPath))
fullPath.Prepend(baseDir);
data.SetParameter(MaterialData::SpecularTexturePath, fullPath);
}
// If we either have an alpha value or an alpha map, let's configure the material for transparency
if (alphaValue != 255 || !mtlMat->alphaMap.IsEmpty())
{
// Some default settings
data.SetParameter(MaterialData::Blending, true);
data.SetParameter(MaterialData::DepthWrite, true);
data.SetParameter(MaterialData::DstBlend, static_cast<int>(BlendFunc_InvSrcAlpha));
data.SetParameter(MaterialData::SrcBlend, static_cast<int>(BlendFunc_SrcAlpha));
}
it = materialCache.emplace(matName, std::move(data)).first;
}
mesh->SetMaterialData(meshes[i].material, it->second);
}
return true;
}
bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
{
int reservedVertexCount;
if (!parameters.custom.GetIntegerParameter("NativeOBJLoader_VertexCount", &reservedVertexCount))
reservedVertexCount = 100;
OBJParser parser;
if (!parser.Parse(stream, reservedVertexCount))
{
NazaraError("OBJ parser failed");
return false;
}
mesh->CreateStatic();
const String* materials = parser.GetMaterials();
const Vector4f* positions = parser.GetPositions();
const Vector3f* normals = parser.GetNormals();
const Vector3f* texCoords = parser.GetTexCoords();
const OBJParser::Mesh* meshes = parser.GetMeshes();
UInt32 meshCount = parser.GetMeshCount();
NazaraAssert(materials != nullptr && positions != nullptr && normals != nullptr &&
texCoords != nullptr && meshes != nullptr && meshCount > 0,
"Invalid OBJParser output");
// Un conteneur temporaire pour contenir les indices de face avant triangulation
std::vector<UInt32> faceIndices(3); // Comme il y aura au moins trois sommets
for (UInt32 i = 0; i < meshCount; ++i)
{
std::size_t faceCount = meshes[i].faces.size();
if (faceCount == 0)
continue;
std::vector<UInt32> indices;
indices.reserve(faceCount*3); // Pire cas si les faces sont des triangles
// Afin d'utiliser OBJParser::FaceVertex comme clé dans un unordered_map,
// nous devons fournir un foncteur de hash ainsi qu'un foncteur de comparaison
// Hash
struct FaceVertexHasher
{
std::size_t operator()(const OBJParser::FaceVertex& o) const
{
std::size_t seed = 0;
HashCombine(seed, o.normal);
HashCombine(seed, o.position);
HashCombine(seed, o.texCoord);
return seed;
}
};
// Comparaison
struct FaceVertexComparator
{
bool operator()(const OBJParser::FaceVertex& lhs, const OBJParser::FaceVertex& rhs) const
{
return lhs.normal == rhs.normal &&
lhs.position == rhs.position &&
lhs.texCoord == rhs.texCoord;
}
};
std::unordered_map<OBJParser::FaceVertex, unsigned int, FaceVertexHasher, FaceVertexComparator> vertices;
vertices.reserve(meshes[i].vertices.size());
unsigned int vertexCount = 0;
for (unsigned int j = 0; j < faceCount; ++j)
{
UInt32 faceVertexCount = meshes[i].faces[j].vertexCount;
faceIndices.resize(faceVertexCount);
for (UInt32 k = 0; k < faceVertexCount; ++k)
{
const OBJParser::FaceVertex& vertex = meshes[i].vertices[meshes[i].faces[j].firstVertex + k];
auto it = vertices.find(vertex);
if (it == vertices.end())
it = vertices.emplace(vertex, vertexCount++).first;
faceIndices[k] = it->second;
}
// Triangulation
for (UInt32 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
IndexBufferRef indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits<UInt16>::max(), indices.size(), parameters.storage, BufferUsage_Static);
VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), vertexCount, parameters.storage, BufferUsage_Static);
// Remplissage des indices
IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly);
for (std::size_t 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;
BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_WriteOnly);
MeshVertex* meshVertices = static_cast<MeshVertex*>(vertexMapper.GetPointer());
for (auto& vertexPair : vertices)
{
const OBJParser::FaceVertex& vertexIndices = vertexPair.first;
unsigned int index = vertexPair.second;
MeshVertex& vertex = meshVertices[index];
const Vector4f& vec = positions[vertexIndices.position-1];
vertex.position = Vector3f(parameters.matrix * vec);
if (vertexIndices.normal > 0)
vertex.normal = normals[vertexIndices.normal-1];
else
hasNormals = false;
if (vertexIndices.texCoord > 0)
{
Vector2f uv = Vector2f(texCoords[vertexIndices.texCoord - 1]);
vertex.uv.Set(parameters.texCoordOffset + uv * parameters.texCoordScale);
}
else
hasTexCoords = false;
}
vertexMapper.Unmap();
StaticMeshRef subMesh = StaticMesh::New(mesh);
if (!subMesh->Create(vertexBuffer))
{
NazaraError("Failed to create StaticMesh");
continue;
}
if (parameters.optimizeIndexBuffers)
indexBuffer->Optimize();
subMesh->GenerateAABB();
subMesh->SetIndexBuffer(indexBuffer);
subMesh->SetMaterialIndex(meshes[i].material);
subMesh->SetPrimitiveMode(PrimitiveMode_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);
}
mesh->SetMaterialCount(parser.GetMaterialCount());
if (parameters.center)
mesh->Recenter();
// On charge les matériaux si demandé
String mtlLib = parser.GetMtlLib();
if (!mtlLib.IsEmpty())
{
ErrorFlags flags(ErrorFlag_ThrowExceptionDisabled);
ParseMTL(mesh, stream.GetDirectory() + mtlLib, materials, meshes, meshCount);
}
return true;
}
}
namespace Loaders
{
void RegisterOBJLoader()
{
MeshLoader::RegisterLoader(IsSupported, Check, Load);
}
void UnregisterOBJLoader()
{
MeshLoader::UnregisterLoader(IsSupported, Check, Load);
}
}
}