Program Listing for File ObjLoader.cpp
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)
#include "ObjLoader.hpp"
#include "renderer/OpenGLRendererConfig.hpp"
#define TINYOBJLOADER_IMPLEMENTATION
#include "hostDevice/GlobalValues.hpp"
#include "hostDevice/host_device_shared.hpp"
#include "scene/Mesh.hpp"
#include <filesystem>
#include <iostream>
#include <tiny_obj_loader.h>
#include <unordered_map>
ObjLoader::ObjLoader() {}
void ObjLoader::load(std::string modelFile,
std::vector<Vertex> &vertices,
std::vector<unsigned int> &indices,
std::vector<std::string> &texture_list,
std::vector<ObjMaterial> &materials,
std::vector<glm::vec4> &materialIndex)
{
tinyobj::ObjReaderConfig reader_config;
tinyobj::ObjReader reader;
if (!reader.ParseFromFile(modelFile, reader_config)) {
if (!reader.Error().empty()) { std::cerr << "TinyObjReader: " << reader.Error(); }
exit(EXIT_FAILURE);
}
if (!reader.Warning().empty()) { std::cout << "TinyObjReader: " << reader.Warning(); }
auto &tol_materials = reader.GetMaterials();
// texture_list.reserve(tol_materials.size());
if (static_cast<GLuint>(tol_materials.size() > MAX_MATERIALS))
std::runtime_error(
"ObjLoader: We try to load more materials then MAX_MATERIALS is "
"defined!");
// texture at position 0 is plain texture to handle non existing materials
int texture_id = 1;
std::stringstream texture_base_dir;
std::filesystem::path cwd = std::filesystem::current_path();
texture_base_dir << cwd.string();
texture_base_dir << RELATIVE_RESOURCE_PATH << "Textures/plain.png";
texture_list.push_back(texture_base_dir.str());
// we now iterate over all materials to get diffuse textures
for (size_t i = 0; i < tol_materials.size(); i++) {
const tinyobj::material_t *mp = &tol_materials[i];
ObjMaterial material;
material.ambient = glm::vec3(mp->ambient[0], mp->ambient[1], mp->ambient[2]);
material.diffuse = glm::vec3(mp->diffuse[0], mp->diffuse[1], mp->diffuse[2]);
material.specular = glm::vec3(mp->specular[0], mp->specular[1], mp->specular[2]);
material.emission = glm::vec3(mp->emission[0], mp->emission[1], mp->emission[2]);
material.transmittance = glm::vec3(mp->transmittance[0], mp->transmittance[1], mp->transmittance[2]);
material.dissolve = mp->dissolve;
material.ior = mp->ior;
material.shininess = mp->shininess;
material.illum = mp->illum;
if (mp->diffuse_texname.length() > 0) {
std::string relative_texture_filename = mp->diffuse_texname;
std::string texture_filename = get_base_dir(modelFile) + "/" + relative_texture_filename;
texture_list.push_back(texture_filename);
material.textureID = texture_id;
texture_id++;
} else {
// this means no texture was assigned; we catch it here and assign our
// plain texture at position 0
material.textureID = 0;
}
materials.push_back(material);
}
// for the case no .mtl file is given place some random standard material ...
if (tol_materials.empty()) { materials.emplace_back(ObjMaterial()); }
auto &attrib = reader.GetAttrib();
auto &shapes = reader.GetShapes();
std::unordered_map<Vertex, uint32_t> vertices_map{};
// Loop over shapes
for (size_t s = 0; s < shapes.size(); s++) {
// prepare for enlargement
vertices.reserve(shapes[s].mesh.indices.size() + vertices.size());
indices.reserve(shapes[s].mesh.indices.size() + indices.size());
// Loop over faces(polygon)
size_t index_offset = 0;
for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
size_t fv = size_t(shapes[s].mesh.num_face_vertices[f]);
// Loop over vertices in the face.
for (size_t v = 0; v < fv; v++) {
// access to vertex
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
tinyobj::real_t vx = attrib.vertices[3 * size_t(idx.vertex_index) + 0];
tinyobj::real_t vy = attrib.vertices[3 * size_t(idx.vertex_index) + 1];
tinyobj::real_t vz = attrib.vertices[3 * size_t(idx.vertex_index) + 2];
glm::vec3 pos = { vx, vy, vz };
minX = std::min(minX, pos.x);
maxX = std::max(maxX, pos.x);
minY = std::min(minY, pos.y);
maxY = std::max(maxY, pos.y);
minZ = std::min(minZ, pos.z);
maxZ = std::max(maxZ, pos.z);
glm::vec3 normals(0.0f);
// Check if `normal_index` is zero or positive. negative = no normal
// data
if (idx.normal_index >= 0 && !attrib.normals.empty()) {
tinyobj::real_t nx = attrib.normals[3 * size_t(idx.normal_index) + 0];
tinyobj::real_t ny = attrib.normals[3 * size_t(idx.normal_index) + 1];
tinyobj::real_t nz = attrib.normals[3 * size_t(idx.normal_index) + 2];
normals = glm::vec3(nx, ny, nz);
}
glm::vec3 color(-1.f);
if (!attrib.colors.empty()) {
tinyobj::real_t red = attrib.colors[3 * size_t(idx.vertex_index) + 0];
tinyobj::real_t green = attrib.colors[3 * size_t(idx.vertex_index) + 1];
tinyobj::real_t blue = attrib.colors[3 * size_t(idx.vertex_index) + 2];
color = glm::vec3(red, green, blue);
}
glm::vec2 tex_coords(0.0f);
// Check if `texcoord_index` is zero or positive. negative = no texcoord
// data
if (idx.texcoord_index >= 0 && !attrib.texcoords.empty()) {
tinyobj::real_t tx = attrib.texcoords[2 * size_t(idx.texcoord_index) + 0];
// flip y coordinate !!
tinyobj::real_t ty = 1.f - attrib.texcoords[2 * size_t(idx.texcoord_index) + 1];
tex_coords = glm::vec2(tx, ty);
}
Vertex vert{ pos, normals, color, tex_coords };
if (vertices_map.count(vert) == 0) {
vertices_map[vert] = static_cast<uint32_t>(vertices.size());
vertices.push_back(vert);
}
indices.push_back(vertices_map[vert]);
}
index_offset += fv;
// per-face material; face usually is triangle
// matToTex[shapes[s].mesh.material_ids[f]]
materialIndex.push_back(glm::vec4(shapes[s].mesh.material_ids[f], 0.0f, 0.0f, 0.0f));
}
}
// precompute normals if no provided
if (attrib.normals.empty()) {
for (size_t i = 0; i < indices.size(); i += 3) {
Vertex &v0 = vertices[indices[i + 0]];
Vertex &v1 = vertices[indices[i + 1]];
Vertex &v2 = vertices[indices[i + 2]];
glm::vec3 n = glm::normalize(glm::cross((v1.position - v0.position), (v2.position - v0.position)));
v0.normal = n;
v1.normal = n;
v2.normal = n;
}
}
}
ObjLoader::~ObjLoader() {}