169 lines
6.4 KiB
C++
169 lines
6.4 KiB
C++
#define TINYOBJLOADER_IMPLEMENTATION
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#include "tiny_obj_loader.h"
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#include "../Components/ModelComponent.h" // For definitions of SubMesh and Vertex
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#include "AssetManager.h"
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <glm/glm.hpp>
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#include "stb_image.h"
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// Get the singleton instance.
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AssetManager& AssetManager::Get() {
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static AssetManager instance;
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return instance;
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}
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bool AssetManager::LoadModel(const std::string &filepath, ModelAsset &outAsset) {
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// Check if the model is already cached.
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auto it = modelCache.find(filepath);
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if (it != modelCache.end()) {
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outAsset = it->second;
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return true;
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}
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std::cout << "[Info] AssetManager: Loading Model '" << filepath << "'" << std::endl;
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ModelAsset asset;
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asset.modelPath = filepath;
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tinyobj::attrib_t attrib;
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std::vector<tinyobj::shape_t> shapes;
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std::vector<tinyobj::material_t> materials;
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std::string warn, err;
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// Get the base directory for the OBJ file.
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std::string baseDir = "";
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size_t lastSlash = filepath.find_last_of("/\\");
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if (lastSlash != std::string::npos) {
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baseDir = filepath.substr(0, lastSlash + 1);
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}
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bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, filepath.c_str(), baseDir.c_str());
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if (!warn.empty()) {
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std::cout << "[Warning] " << warn << std::endl;
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}
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if (!err.empty()) {
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std::cerr << "[Error] " << err << std::endl;
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}
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if (!ret) {
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std::cerr << "[Error] Failed to load/parse OBJ file: " << filepath << std::endl;
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return false;
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}
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// Process each shape.
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for (size_t s = 0; s < shapes.size(); s++) {
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// Use a map to group faces by material ID.
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std::map<int, SubMesh> submeshMap;
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size_t index_offset = 0;
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for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
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int fv = shapes[s].mesh.num_face_vertices[f];
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int matID = -1;
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if (shapes[s].mesh.material_ids.size() > f)
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matID = shapes[s].mesh.material_ids[f];
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if (submeshMap.find(matID) == submeshMap.end())
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submeshMap[matID] = SubMesh();
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SubMesh ¤tMesh = submeshMap[matID];
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for (size_t v = 0; v < fv; v++) {
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tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
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Vertex vertex;
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// Position.
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vertex.Position = glm::vec3(
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attrib.vertices[3 * idx.vertex_index + 0],
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attrib.vertices[3 * idx.vertex_index + 1],
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attrib.vertices[3 * idx.vertex_index + 2]
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);
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// Normal.
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if (idx.normal_index >= 0 && 3 * idx.normal_index + 2 < attrib.normals.size()) {
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vertex.Normal = glm::vec3(
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attrib.normals[3 * idx.normal_index + 0],
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attrib.normals[3 * idx.normal_index + 1],
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attrib.normals[3 * idx.normal_index + 2]
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);
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} else {
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vertex.Normal = glm::vec3(0.0f);
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}
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// Texture Coordinates.
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if (idx.texcoord_index >= 0 && 2 * idx.texcoord_index + 1 < attrib.texcoords.size()) {
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vertex.TexCoords = glm::vec2(
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attrib.texcoords[2 * idx.texcoord_index + 0],
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attrib.texcoords[2 * idx.texcoord_index + 1]
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);
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} else {
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vertex.TexCoords = glm::vec2(0.0f);
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}
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// Tangent (not provided).
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vertex.Tangent = glm::vec3(0.0f);
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// Add vertex and index.
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currentMesh.vertices.push_back(vertex);
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currentMesh.indices.push_back(static_cast<GLuint>(currentMesh.vertices.size() - 1));
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}
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index_offset += fv;
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}
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// Process each submesh for this shape.
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for (auto &pair : submeshMap) {
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int matID = pair.first;
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SubMesh &subMesh = pair.second;
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if (matID >= 0 && matID < static_cast<int>(materials.size())) {
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tinyobj::material_t mat = materials[matID];
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subMesh.diffuseColor = glm::vec3(mat.diffuse[0], mat.diffuse[1], mat.diffuse[2]);
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subMesh.specularColor = glm::vec3(mat.specular[0], mat.specular[1], mat.specular[2]);
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subMesh.shininess = mat.shininess;
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if (!mat.diffuse_texname.empty()) {
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std::string texturePath = baseDir + mat.diffuse_texname;
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// Load and cache the texture.
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LoadTexture(texturePath, subMesh.diffuseTexture);
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}
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}
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// Note: OpenGL buffers (VAO, VBO, EBO) are not created here.
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asset.meshes.push_back(subMesh);
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}
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}
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std::cout << "[Done] AssetManager: Loaded Model '" << filepath << "'" << std::endl;
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modelCache[filepath] = asset;
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outAsset = asset;
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return true;
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}
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bool AssetManager::LoadTexture(const std::string &filepath, GLuint &textureID) {
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// Check if texture is already cached.
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auto it = textureCache.find(filepath);
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if (it != textureCache.end()) {
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textureID = it->second;
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return true;
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}
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int w, h, channels;
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unsigned char* data = stbi_load(filepath.c_str(), &w, &h, &channels, 0);
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if (!data) {
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std::cerr << "[Error] AssetManager: Failed to load texture: " << filepath << std::endl;
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return false;
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}
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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GLenum format = (channels == 3) ? GL_RGB : GL_RGBA;
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glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(data);
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textureCache[filepath] = textureID;
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return true;
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}
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void AssetManager::Clear() {
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modelCache.clear();
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// Optionally delete textures from OpenGL context.
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for (auto &pair : textureCache) {
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glDeleteTextures(1, &pair.second);
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}
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textureCache.clear();
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}
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