Add model loader, modify scene to load a car

This commit is contained in:
Peder Bergebakken Sundt 2019-03-18 11:49:46 +01:00
parent 29defbaba9
commit 50e3b60c28
3 changed files with 239 additions and 1 deletions

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@ -13,6 +13,7 @@
#include <utilities/glfont.h>
#include <utilities/glutils.h>
#include <utilities/imageLoader.hpp>
#include <utilities/modelLoader.hpp>
#include <utilities/mesh.h>
#include <utilities/shader.hpp>
#include <utilities/shapes.h>
@ -34,7 +35,9 @@ uint previousKeyFrame = 0;
SceneNode* rootNode;
SceneNode* plainNode;
SceneNode* carNode;
SceneNode* boxNode;
SceneNode* sphereNode;
SceneNode* hudNode;
SceneNode* textNode;
@ -113,6 +116,7 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
default_shader->makeBasicShader("../res/shaders/simple.vert", "../res/shaders/simple.frag");
Mesh box = generateBox(50, 50, 50);
Mesh sphere = generateSphere(10, 100, 100);
Mesh plain = generateSegmentedPlane(1000, 1000, 100, 100, 3);
Mesh hello_world = generateTextGeometryBuffer("Skjer'a bagera?", 1.3, 2);
t_perlin.repeat_mirrored = true;
@ -127,6 +131,28 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
rootNode->children.push_back(lightNode[i]);
}
carNode = loadModelScene("../res/models/beetle/scene.gltf", {
{-1, Material::diffuse({0.3, 0.3, 1.0, 1.0}, 30)},// default
//{ 0, Material::diffuse({1.0, 1.0, 1.0, 1.0})},// Blue_Metal
//{ 1, Material::diffuse({1.0, 1.0, 1.0, 1.0})},// Metal
//{ 2, Material::diffuse({1.0, 1.0, 1.0, 1.0})},// Front_Light_Glass
{ 3, Material::diffuse({0.2, 0.2, 0.2, 1.0})},// Black_Rubber
//{ 4, Material::diffuse({1.0, 1.0, 1.0, 1.0})},// Mirror
//{ 5, Material::diffuse({1.0, 1.0, 1.0, 1.0})},// Black_Metal
//{ 6, Material::diffuse({1.0, 1.0, 1.0, 1.0})},// Plastic
{ 7, Material::diffuse({0.1, 0.1, 0.1, 1.0})},// Window_Glass
//{ 8, Material::diffuse({1.0, 1.0, 1.0, 1.0})},// Material
//{ 9, Material::diffuse({1.0, 1.0, 1.0, 1.0})},// Glossy_metal
//{10, Material::diffuse({1.0, 1.0, 1.0, 1.0})},// Rogh_Metal
//{11, Material::diffuse({1.0, 1.0, 1.0, 1.0})},// License_Plate_Metal
//{12, Material::diffuse({1.0, 1.0, 1.0, 1.0})},// License_Plate_Frame
//{13, Material::diffuse({1.0, 1.0, 1.0, 1.0})},//
});
carNode->position = {500, 500, 100};
carNode->scale *= 100;
rootNode->children.push_back(carNode);
//create the scene:
plainNode = createSceneNode();
plainNode->setTexture(&t_plain_diff, &t_plain_normal, &t_perlin);
@ -136,6 +162,7 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
plainNode->displacementCoefficient = 40;
rootNode->children.push_back(plainNode);
/*
boxNode = createSceneNode();
boxNode->setTexture(&t_cobble_diff, &t_cobble_normal);
boxNode->setMesh(&box);
@ -145,7 +172,14 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
boxNode->shininess = 20;
boxNode->displacementCoefficient = 40;
rootNode->children.push_back(boxNode);
sphereNode = createSceneNode();
sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal);
sphereNode->setMesh(&sphere);
sphereNode->scale *= 2;
sphereNode->scale.z *= 20;
//lightNode[1]->children.push_back(sphereNode);
*/
lightNode[0]->position = {-600, 1400, 800};
lightNode[0]->color_emissive = vec3(0.35);

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@ -0,0 +1,180 @@
#include "modelLoader.hpp"
#include <assimp/Importer.hpp> // C++ importer interface
#include <assimp/postprocess.h> // Post processing flags
#include <assimp/scene.h> // aiScene and aiNode
#include <assimp/material.h> // aiMaterial
#include <assimp/mesh.h> // aiMesh
#include <assimp/texture.h> // aiTexture
#include <iostream>
#include <string>
#include <vector>
#include <map>
#include <algorithm>
#include <assert.h>
#include "mesh.h"
#include "imageLoader.hpp"
typedef unsigned int uint;
using std::vector;
using std::map;
using std::cout;
using std::cerr;
using std::endl;
SceneNode* buildSceneNodes(
const aiNode* node,
const vector<Mesh>& meshes,
const vector<PNGImage>& textures,
const vector<Material*>& mat_lookup) {
if (DEBUG) cout << "Building node from " << node->mName.C_Str() << "..." << endl;
// filter semantic-only nodes
if (node->mTransformation.IsIdentity()
&& node->mNumMeshes == 0
&& node->mNumChildren == 1)
return buildSceneNodes(node->mChildren[0], meshes, textures, mat_lookup);
SceneNode* out = createSceneNode();
if (!node->mTransformation.IsIdentity()) {
aiQuaterniont<float> rotation;
aiVector3t<float> position, scaling;
node->mTransformation.Decompose(scaling, rotation, position);
for(uint i=0; i<3; i++) out->position[i] = position[i];
for(uint i=0; i<3; i++) out->scale[i] = scaling[i];
out->rotation = glm::eulerAngles(glm::quat(
rotation.w, rotation.x, rotation.y, rotation.z));
}
for (uint i = 0; i < node->mNumMeshes; i++) {
SceneNode* mesh_node = createSceneNode();
out->children.push_back(mesh_node);
uint meshidx = node->mMeshes[i];
mesh_node->basecolor = mat_lookup[meshidx]->basecolor;
mesh_node->shininess = mat_lookup[meshidx]->shininess;
// mesh_node.setTexture(&meshes[node->mMeshes[i]]);
mesh_node->setMesh(&meshes[meshidx]);
}
for (uint i=0; i<node->mNumChildren; i++)
out->children.push_back(buildSceneNodes(node->mChildren[i], meshes, textures, mat_lookup));
return out;
}
SceneNode* loadModelScene(const std::string& filename, const map<int, Material>& overrides) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(filename,
aiProcess_CalcTangentSpace
//| aiProcess_FlipWindingOrder
| aiProcess_Triangulate
| aiProcess_GenNormals
| aiProcess_ImproveCacheLocality
//| aiProcess_JoinIdenticalVertices
| aiProcess_SortByPType
);
if (!scene) {
cerr << importer.GetErrorString() << endl;
throw 1;
}
// read materials
uint j=0;
Material default_material = Material::diffuse({1, 1, 1, 1});
vector<Material> materials(scene->mNumMaterials);
for (Material& material : materials) {
const aiMaterial* aimat = scene->mMaterials[j++];
// print material
aiString name; aimat->Get(AI_MATKEY_NAME, name);
if (DEBUG){
cout << "Read material #" << j-1 << " '" << name.C_Str() << "':" << endl;
for (uint i=0; i < aimat->mNumProperties; i++)
cout << " " << aimat->mProperties[i]->mKey.C_Str() << endl;
}
aiColor4D diffuse (1,1,1,1);
aimat->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
//aiGetMaterialColor(aimat, "$mat.gltf.pbrMetallicRoughness.baseColorFactor", 0, 0, &diffuse);
//aiGetMaterialColor(aimat, "$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0, &diffuse);
//aiGetMaterialColor(aimat, "$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0, &diffuse);
material.basecolor = {diffuse.r, diffuse.g, diffuse.b, diffuse.a};
aimat->Get(AI_MATKEY_SHININESS, material.shininess);
}
for (auto override : overrides)
((override.first>=0)
? materials[override.first]
: default_material
) = override.second;
vector<Mesh> meshes( scene->mNumMeshes);
vector<PNGImage> textures(scene->mNumTextures);
vector<Material*> mat_lookup(scene->mNumMeshes); // to be passed to buildSceneNodes
// read meshes
j=0;
for (Mesh& mesh : meshes) {
const aiMesh* aimesh = scene->mMeshes[j++];
for (uint i=0; i < aimesh->mNumVertices; i++){
mesh.vertices.push_back({
aimesh->mVertices[i].x,
aimesh->mVertices[i].y,
aimesh->mVertices[i].z,
});
mesh.normals.push_back({
aimesh->mNormals[i].x,
aimesh->mNormals[i].y,
aimesh->mNormals[i].z,
});
}
mat_lookup[j-1] = (aimesh->mMaterialIndex)
? &materials[aimesh->mMaterialIndex]
: &default_material;
if (aimesh->GetNumUVChannels() >= 1)
for (uint i=0; i < aimesh->mNumVertices; i++){
//assert(aimesh->mNumUVComponents[0] == 2);
mesh.textureCoordinates.push_back({
aimesh->mTextureCoords[0][i].x,
aimesh->mTextureCoords[0][i].y,
});
}
if (aimesh->GetNumColorChannels() >= 1)
for (uint i=0; i < aimesh->mNumVertices; i++){
mesh.colors.push_back({
aimesh->mColors[0][i].r,
aimesh->mColors[0][i].g,
aimesh->mColors[0][i].b,
aimesh->mColors[0][i].a,
});
}
for (uint i=0; i < aimesh->mNumFaces; i++){
assert(aimesh->mFaces[i].mNumIndices == 3);
mesh.indices.insert(mesh.indices.end(), {
aimesh->mFaces[i].mIndices[0],
aimesh->mFaces[i].mIndices[1],
aimesh->mFaces[i].mIndices[2],
});
}
}
// read textures
j=0;
for (PNGImage& texture : textures) {
const aiTexture* aitex = scene->mTextures[j++];
// todo
}
SceneNode* out = buildSceneNodes(scene->mRootNode, meshes, textures, mat_lookup);
out->rotation.x += M_PI/2; // account for my weird coordinates. Z is upward damnit!
return out;
}

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@ -0,0 +1,24 @@
#pragma once
#include "../sceneGraph.hpp"
#include <string>
#include <map>
#define DEBUG false
struct Material {
vec4 basecolor;
float shininess = 10;
int texture_id = -1;
static Material diffuse(vec4 color, float shininess = 10){
Material out;
out.basecolor = color;
out.shininess = shininess;
return out;
}
};
SceneNode* loadModelScene(
const std::string& filename,
const std::map<int, Material>& overrides={});