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Asset+Component: Add model component and asset

master
Riyyi 4 months ago
parent
commit
a266a27f88
  1. 1
      src/inferno/asset/asset-manager.h
  2. 110
      src/inferno/asset/model.cpp
  3. 53
      src/inferno/asset/model.h
  4. 26
      src/inferno/component/model-component.cpp
  5. 25
      src/inferno/component/model-component.h

1
src/inferno/asset/asset-manager.h

@ -31,6 +31,7 @@ public:
bool fastIs() const = delete;
virtual bool isFont() const { return false; }
virtual bool isModel() const { return false; }
virtual bool isShader() const { return false; }
virtual bool isTexture() const { return false; }
virtual bool isTexture2D() const { return false; }

110
src/inferno/asset/model.cpp

@ -0,0 +1,110 @@
/*
* Copyright (C) 2024 Riyyi
*
* SPDX-License-Identifier: MIT
*/
#include <cstdint> // uint32_t
#include <memory> // std::shared_ptr
#include "assimp/Importer.hpp"
#include "assimp/postprocess.h"
#include "assimp/scene.h"
#include "assimp/texture.h"
#include "ruc/format/log.h"
#include "inferno/asset/model.h"
#include "inferno/asset/texture.h"
namespace Inferno {
std::shared_ptr<Model> Model::create(std::string_view path)
{
auto result = std::shared_ptr<Model>(new Model(path));
Assimp::Importer importer; // importer destructor uses RAII cleanup
const aiScene* scene = importer.ReadFile(
path.data(),
aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType);
VERIFY(scene != nullptr && (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) == 0 && scene->mRootNode != nullptr,
"assimp loading file failed: {}", importer.GetErrorString());
processScene(result, scene);
processNode(result, scene->mRootNode, scene);
return result;
}
void Model::processScene(std::shared_ptr<Model> model, const aiScene* scene)
{
VERIFY(scene->HasMeshes(), "malformed model");
VERIFY(scene->mNumTextures < 2, "unsupported model type");
if (scene->mNumTextures == 1) {
aiTexture* texture = scene->mTextures[0];
model->m_texture = Texture2D::create(texture);
}
}
void Model::processNode(std::shared_ptr<Model> model, aiNode* node, const aiScene* scene)
{
for (uint32_t i = 0; i < node->mNumMeshes; ++i) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
processMesh(model, mesh, scene);
}
for (uint32_t i = 0; i < node->mNumChildren; ++i) {
processNode(model, node->mChildren[i], scene);
}
}
void Model::processMesh(std::shared_ptr<Model> model, aiMesh* mesh, const aiScene* scene)
{
VERIFY(mesh->HasPositions(), "malformed model");
VERIFY(mesh->HasNormals(), "malformed model");
// Pre-allocate memory
model->m_vertices = std::vector<Vertex>(mesh->mNumVertices);
for (uint32_t i = 0; i < mesh->mNumVertices; ++i) {
aiVector3D v = mesh->mVertices[i];
model->m_vertices[i].position = { v.x, v.y, v.z };
}
// Size of vertices == size of normals
for (uint32_t i = 0; i < mesh->mNumVertices; ++i) {
aiVector3D normal = mesh->mNormals[i];
model->m_vertices[i].normal = { normal.x, normal.y, normal.x };
}
if (mesh->HasTextureCoords(0)) {
// Size of vertices == size of texture coordinates
for (uint32_t i = 0; i < mesh->mNumVertices; ++i) {
aiVector3D tc = mesh->mTextureCoords[0][i];
model->m_vertices[i].textureCoordinates = { tc.x, tc.y };
}
}
// TODO: position in the texture atlas
if (mesh->HasFaces()) {
for (uint32_t i = 0; i < mesh->mNumFaces; ++i) {
aiFace face = mesh->mFaces[i];
for (uint32_t j = 0; j < face.mNumIndices; ++j) {
model->m_elements.push_back(face.mIndices[j]);
}
}
}
ruc::debug("mesh: {:p}", mesh->mTextureCoordsNames);
// for (size_t i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
// ruc::debug("mesh: {}", mesh->mTextureCoordsNames[i]);
// }
ruc::debug("has texture: {}", scene->HasTextures());
ruc::error("asset::model vert {}", model->m_vertices.size());
ruc::error("asset::model elem {}", model->m_elements.size());
}
} // namespace Inferno

53
src/inferno/asset/model.h

@ -0,0 +1,53 @@
/*
* Copyright (C) 2024 Riyyi
*
* SPDX-License-Identifier: MIT
*/
#pragma once
#include <cstdint> // uint32_t
#include <memory>
#include <span>
#include <vector>
#include "assimp/scene.h"
#include "inferno/asset/asset-manager.h"
#include "inferno/render/renderer.h"
namespace Inferno {
class Texture2D;
class Model final : public Asset {
public:
virtual ~Model() {}
// Factory function
static std::shared_ptr<Model> create(std::string_view path);
std::span<const Vertex> vertices() const { return m_vertices; }
std::span<const uint32_t> elements() const { return m_elements; }
std::shared_ptr<Texture2D> texture() const { return m_texture; }
private:
Model(std::string_view path)
: Asset(path)
{
}
static void processScene(std::shared_ptr<Model> model, const aiScene* scene);
static void processNode(std::shared_ptr<Model> model, aiNode* node, const aiScene* scene);
static void processMesh(std::shared_ptr<Model> model, aiMesh* mesh, const aiScene* scene);
virtual bool isModel() const override { return true; }
private:
std::vector<Vertex> m_vertices;
std::vector<uint32_t> m_elements;
// Some file formats embed their texture
std::shared_ptr<Texture2D> m_texture;
};
} // namespace Inferno

26
src/inferno/component/model-component.cpp

@ -0,0 +1,26 @@
/*
* Copyright (C) 2024 Riyyi
*
* SPDX-License-Identifier: MIT
*/
#include "inferno/component/model-component.h"
#include "inferno/asset/asset-manager.h"
#include "inferno/asset/model.h"
#include "inferno/asset/texture.h"
namespace Inferno {
void fromJson(const ruc::Json& json, ModelComponent& value)
{
VERIFY(json.type() == ruc::Json::Type::Object);
if (json.exists("model") && json.at("model").type() == ruc::Json::Type::String) {
value.model = AssetManager::the().load<Model>(json.at("model").asString());
}
if (json.exists("texture") && json.at("texture").type() == ruc::Json::Type::String) {
value.texture = AssetManager::the().load<Texture2D>(json.at("texture").asString());
}
}
} // namespace Inferno

25
src/inferno/component/model-component.h

@ -0,0 +1,25 @@
/*
* Copyright (C) 2024 Riyyi
*
* SPDX-License-Identifier: MIT
*/
#pragma once
#include <memory> // std::shared_ptr
#include "ruc/json/json.h"
#include "inferno/asset/model.h"
#include "inferno/asset/texture.h"
namespace Inferno {
struct ModelComponent {
std::shared_ptr<Model> model;
std::shared_ptr<Texture2D> texture;
};
void fromJson(const ruc::Json& json, ModelComponent& value);
} // namespace Inferno
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