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Josh

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Everything posted by Josh

  1. How hard would it be to export to this format from Blender?
  2. I am considering implementing our own file format and using a pipeline more like Leadwerks, where glTF and FBX models get automatically converted by the editor. You can still use glTF files for your final game files if you wish, and the converter can be disabled in the program settings if you wish. The file format is designed to be very simple to read and write, while loading fast enough for game use. Features: LODs Skeletal animation External material files Vertex morphs User-defined entity properties Embedded collider Embedded picking structure I think it is easiest to understand the file format just by looking at the loading code: #include "UltraEngine.h" using namespace UltraEngine; namespace UltraEngine::Core { String G3DModelLoader::ReadText(shared_ptr<Stream> stream) { int len = stream->ReadInt(); auto pos = stream->GetPosition(); String s; if (len) { s = stream->ReadString(len); stream->Seek(pos + len); } return s; } bool G3DModelLoader::Reload(shared_ptr<Stream> stream, shared_ptr<Object> o, const LoadFlags flags) { auto modelbase = o->As<ModelBase>(); if (modelbase == NULL) return false; modelbase->model = CreateModel(NULL); auto model = modelbase->model->As<Model>(); if (stream->ReadString(4) != "G3D") return false; int version = stream->ReadInt(); if (version != 100) { Print("Error: G3D version " + String(version) + " not supported"); return false; } return LoadNode(stream, model, flags); } bool G3DModelLoader::LoadNode(shared_ptr<Stream> stream, shared_ptr<Model> model, const LoadFlags flags) { Vec3 pos, scale; Quat rot; String s; if (stream->ReadString(4) != "NODE") return false; model->name = ReadText(stream); model->properties = ParseJson(ReadText(stream)); ParseJson(ReadText(stream)); pos.x = stream->ReadFloat(); pos.y = stream->ReadFloat(); pos.z = stream->ReadFloat(); rot.x = stream->ReadFloat(); rot.y = stream->ReadFloat(); rot.z = stream->ReadFloat(); rot.w = stream->ReadFloat(); scale.x = stream->ReadFloat(); scale.y = stream->ReadFloat(); scale.z = stream->ReadFloat(); model->SetPosition(pos); model->SetRotation(rot); model->SetScale(scale); int countlods = stream->ReadInt(); for (int level = 0; level < countlods; ++level) { if (not LoadLod(stream, model, level, flags)) return false; } int countkids = stream->ReadInt(); for (int n = 0; n < countkids; ++n) { auto child = CreateModel(NULL); child->SetParent(model); if (not LoadNode(stream, child, flags)) return false; } // Animations int animcount = stream->ReadInt(); for (int n = 0; n < animcount; ++n) { stream->ReadInt();// length stream->ReadFloat();// speed auto name = ReadText(stream); } // Skeleton int bones = stream->ReadInt(); if (bones) { if (model->GetParent()) { Print("Error: Skeleton can only appear in the model root node"); return false; } if (bones != 1) { Print("Error: Skeleton root must have one bone"); return false; } auto skeleton = CreateSkeleton(nullptr); model->SetSkeleton(skeleton); for (int n = 0; n < bones; ++n) { auto bone = std::make_shared<Bone>(nullptr, skeleton); LoadBone(stream, skeleton, bone, animcount, flags); } skeleton->UpdateSkinning(); model->SetSkeleton(skeleton); } // Collider int partscount = stream->ReadInt(); model->UpdateBounds(); return true; } bool G3DModelLoader::LoadLod(shared_ptr<Stream> stream, shared_ptr<Model> model, const int level, const LoadFlags flags) { if (stream->ReadString(4) != "LOD ") return false; if (level >= model->lods.size()) model->AddLod(); float loddistance = stream->ReadFloat(); int countmeshes = stream->ReadInt(); for (int m = 0; m < countmeshes; ++m) { if (not LoadMesh(stream, model, level, flags)) return false; } return true; } bool G3DModelLoader::LoadMesh(shared_ptr<Stream> stream, shared_ptr<Model> model, const int level, const LoadFlags flags) { if (stream->ReadString(4) != "MESH") return false; MeshPrimitives type = MeshPrimitives(stream->ReadInt()); if (type < 1 or type > 4) { Print("Error: Mesh type must be between one and four"); return false; } auto mesh = model->AddMesh(type, level); mesh->name = ReadText(stream); WString mtlpath = ReadText(stream); if (not mtlpath.empty()) { if (mtlpath.Left(2) == "./" and not stream->path.empty()) { mtlpath = ExtractDir(stream->path) + "/" + mtlpath; } auto mtl = LoadMaterial(mtlpath); if (mtl) mesh->SetMaterial(mtl); } int vertexstride = stream->ReadInt(); if (vertexstride != 84) return false; int vertexcount = stream->ReadInt(); mesh->m_vertices.resize(vertexcount); for (int v = 0; v < vertexcount; ++v) { mesh->m_vertices[v].position.x = stream->ReadFloat(); mesh->m_vertices[v].position.y = stream->ReadFloat(); mesh->m_vertices[v].position.z = stream->ReadFloat(); mesh->m_vertices[v].normal.x = stream->ReadFloat(); mesh->m_vertices[v].normal.y = stream->ReadFloat(); mesh->m_vertices[v].normal.z = stream->ReadFloat(); mesh->m_vertices[v].texcoords.x = stream->ReadFloat(); mesh->m_vertices[v].texcoords.y = stream->ReadFloat(); mesh->m_vertices[v].texcoords.z = stream->ReadFloat(); mesh->m_vertices[v].texcoords.w = stream->ReadFloat(); mesh->m_vertices[v].color.r = float(stream->ReadByte()) / 255.0f; mesh->m_vertices[v].color.g = float(stream->ReadByte()) / 255.0f; mesh->m_vertices[v].color.b = float(stream->ReadByte()) / 255.0f; mesh->m_vertices[v].color.a = float(stream->ReadByte()) / 255.0f; mesh->m_vertices[v].displacement = stream->ReadFloat(); mesh->m_vertices[v].tangent.x = stream->ReadFloat(); mesh->m_vertices[v].tangent.y = stream->ReadFloat(); mesh->m_vertices[v].tangent.z = stream->ReadFloat(); mesh->m_vertices[v].bitangent.x = stream->ReadFloat(); mesh->m_vertices[v].bitangent.y = stream->ReadFloat(); mesh->m_vertices[v].bitangent.z = stream->ReadFloat(); mesh->m_vertices[v].boneindices[0] = stream->ReadShort(); mesh->m_vertices[v].boneindices[1] = stream->ReadShort(); mesh->m_vertices[v].boneindices[2] = stream->ReadShort(); mesh->m_vertices[v].boneindices[3] = stream->ReadShort(); mesh->m_vertices[v].boneweights.x = float(stream->ReadByte()) / 255.0f; mesh->m_vertices[v].boneweights.y = float(stream->ReadByte()) / 255.0f; mesh->m_vertices[v].boneweights.z = float(stream->ReadByte()) / 255.0f; mesh->m_vertices[v].boneweights.w = float(stream->ReadByte()) / 255.0f; } int indicesize = stream->ReadInt(); int indicecount = stream->ReadInt(); uint32_t index; switch (indicesize) { case 2: mesh->m_indices.reserve(indicecount); for (int i = 0; i < indicecount; ++i) mesh->AddIndice(stream->ReadShort()); break; case 4: mesh->m_indices.resize(indicecount); stream->Read(mesh->m_indices.data(), indicecount * sizeof(mesh->indices[0])); break; default: return false; } // Pick structure cache int pickcachesize = stream->ReadInt(); if (pickcachesize) stream->Seek(stream->GetPosition() + pickcachesize); //Vertex morphs int morphcount = stream->ReadInt(); for (int m = 0; m < morphcount; ++m) { if (stream->ReadString(4) != "MORP") return false; if (stream->ReadInt() != 48) return false; for (int v = 0; v < vertexcount; ++v) { // Position stream->ReadFloat(); stream->ReadFloat(); stream->ReadFloat(); // Normal stream->ReadFloat(); stream->ReadFloat(); stream->ReadFloat(); // Tangent stream->ReadFloat(); stream->ReadFloat(); stream->ReadFloat(); // Bitangent stream->ReadFloat(); stream->ReadFloat(); stream->ReadFloat(); } } mesh->UpdateBounds(); return true; } bool G3DModelLoader::LoadBone(shared_ptr<Stream> stream, shared_ptr<Skeleton> skeleton, shared_ptr<Bone> bone, const int animcount, const LoadFlags flags) { bone->name = ReadText(stream); bone->position.x = stream->ReadFloat(); bone->position.y = stream->ReadFloat(); bone->position.z = stream->ReadFloat(); bone->quaternion.x = stream->ReadFloat(); bone->quaternion.y = stream->ReadFloat(); bone->quaternion.z = stream->ReadFloat(); bone->quaternion.w = stream->ReadFloat(); bone->scale = stream->ReadFloat(); stream->ReadFloat();// scale y stream->ReadFloat();// scale z int count = stream->ReadInt(); if (count != animcount) { Print("Error: Bone animation count must match that of the root node"); return false; } for (int anim = 0; anim < count; ++anim) { if (stream->ReadString(4) != "ANIM") return false; int keyflags = stream->ReadInt(); int keyframes = stream->ReadInt(); if (keyflags) { for (int k = 0; k < keyframes; ++k) { if ((1 & keyflags) != 0) { stream->ReadFloat(); stream->ReadFloat(); stream->ReadFloat(); } if ((2 & keyflags) != 0) { stream->ReadFloat(); stream->ReadFloat(); stream->ReadFloat(); stream->ReadFloat(); } if ((4 & keyflags) != 0) { stream->ReadFloat(); stream->ReadFloat(); stream->ReadFloat(); } } } } return true; } }
  3. Seems to cause problems of its own. According to this, the Godot developers gave up and implemented their own FBX converter: https://github.com/assimp/assimp/issues/2498
  4. This might be the solution, maybe: https://github.com/assimp/assimp/issues/4035#issuecomment-1497239561
  5. That is a collada file.
  6. A bug was fixed that would cause launched processes to hang. This may resolve your issue with the preview tool.
  7. 0.9.5 Removed assimp library due to this issue. Removed FBX to glTF converter script. Removed Collada to glTF converter script. Added FBX to MDL converter tool and script. Fixed bug that would cause launched processes to hang forever. This could affect both your launched games, converters, and possibly the preview tool.
  8. Reported here: https://github.com/assimp/assimp/issues/5534 I am not going to continue on this path.
  9. This is what our FBX converter looks like:
  10. It looks like there is a very bad problem with bones in assimp. It looks like it quadruples the number of bones in the model.
  11. It is possible that maybe assimp and my libzip are conflicting somehow?
  12. 0.9.5 Some bug fixes Added experimental support for FBX and X files. Animation is not yet supported. You must add this header search path to existing C++ projects in the project settings: $(ULTRAENGINE)\Include\Libraries\assimp\include You will also see noticeably smoother camera movement, best with release mode and VSync on.
  13. Okay, this was just because of the change in the scene tree...should be working in next build.
  14. Okay, I believe this will be fixed when a new build goes up...
  15. I am seeing something weird on my 1080
  16. Josh

    POINT

    I correct the function definition: "Point", sol::overload ( [](Entity& e, shared_ptr<Entity> target) { e.Point(target); }, [](Entity& e, shared_ptr<Entity> target, int a) { e.Point(target, a); }, [](Entity& e, shared_ptr<Entity> target, int a, float r) { e.Point(target, a, r); }, [](Entity& e, shared_ptr<Entity> target, int a, float r, float z) { e.Point(target, a, r, z); }, [](Entity& e, Vec3& target) { e.Point(target); }, [](Entity& e, Vec3& target, int a) { e.Point(target, a); }, [](Entity& e, Vec3& target, int a, float r) { e.Point(target, a, r); }, [](Entity& e, Vec3& target, int a, float r, float z) { e.Point(target, a, r, z); }, [](Entity& e, float x, float y, float z) { e.Point(x,y,z); }, [](Entity& e, float x, float y, float z, int a) { e.Point(x, y, z, a); }, [](Entity& e, float x, float y, float z, int a, float r) { e.Point(x, y, z, a, r); }, [](Entity& e, float x, float y, float z, int a, float r, float roll) { e.Point(x, y, z, a, r, roll); } ),
  17. Josh

    POINT

    Test: local world = CreateWorld() local box = CreateBox(world) local box2 = CreateBox(world); box:SetPosition(2,0,0) box:Point(box2, 2, 1, 0) result: sol: no matching function call takes this number of arguments and the specified types
  18. I changed the function definition to support NULL for the parent parameter.
  19. Yes, please send your project.
  20. This is a protected member that was meant for possible future development. I am making this member private. I also added a read-only font member to the Interface class. This will only be non-NULL when a 3D GUI is created.
  21. This is looking pretty good. Everything except animations is loading now. I tried the Step file loading, but it failed on my first try, and there are a lot of posts saying it's not really supported, as I suspected. #include "UltraEngine.h" #include "ComponentSystem.h" #include "assimp/include/assimp/Importer.hpp" #include "assimp/include/assimp/scene.h" #include "assimp/include/assimp/postprocess.h" #include "assimp/include/assimp/pbrmaterial.h" using namespace UltraEngine; shared_ptr<Model> AILoadModel(const aiScene* scene, aiNode* node, shared_ptr<World> world, shared_ptr<Entity> parent, const std::vector<shared_ptr<Material> >& materials) { auto model = CreateModel(world); model->SetParent(parent); model->name = std::string(node->mName.C_Str()); // Process meshes attached to the current node (if any) for (unsigned int i = 0; i < node->mNumMeshes; i++) { MeshPrimitives mode = MeshPrimitives(0); aiMesh* aimesh = scene->mMeshes[node->mMeshes[i]]; switch (aimesh->mPrimitiveTypes) { case aiPrimitiveType_POINT: mode = MESH_POINTS; break; case aiPrimitiveType_LINE: mode = MESH_LINES; break; case aiPrimitiveType_POLYGON: if (aimesh->mNumFaces > 0 and aimesh->mFaces[0].mNumIndices == 4) mode = MESH_QUADS; break; case aiPrimitiveType_TRIANGLE: mode = MESH_TRIANGLES; break; } if (mode != 0 and aimesh->HasPositions()) { auto mesh = model->AddMesh(mode); Vec3 pos, norm; Vec2 texcoords; Vec4 color; std::array<int, 4> bones; std::array<float, 4> weights; for (int v = 0; v < aimesh->mNumVertices; ++v) { pos.x = aimesh->mVertices[v].x; pos.y = aimesh->mVertices[v].y; pos.z = aimesh->mVertices[v].z; if (aimesh->HasNormals()) { norm.x = aimesh->mNormals[v].x; norm.y = aimesh->mNormals[v].y; norm.z = aimesh->mNormals[v].z; } if (aimesh->GetNumUVChannels() > 0) { texcoords.x = aimesh->mTextureCoords[0][v].x; texcoords.y = 1.0f - aimesh->mTextureCoords[0][v].y; } mesh->AddVertex(pos, norm, texcoords); if (aimesh->HasVertexColors(0) and aimesh->GetNumColorChannels() == 4) { color.r = aimesh->mColors[0][v].r; color.g = aimesh->mColors[0][v].g; color.b = aimesh->mColors[0][v].b; color.a = aimesh->mColors[0][v].a; mesh->SetVertexColor(v, color); } if (aimesh->GetNumUVChannels() > 1) { texcoords.x = aimesh->mTextureCoords[1][v].x; texcoords.y = 1.0f - aimesh->mTextureCoords[1][v].y; mesh->SetVertexTexCoords(v, texcoords, 1); } if (aimesh->HasBones()) { for (int n = 0; n < Min(aimesh->mNumBones, 4); ++n) { //bones[n] = aimesh->mBones[n]->mNode; weights[n] = aimesh->mBones[n]->mWeights->mWeight; } //mesh->SetVertexBones(); } if (mode == MESH_POINTS) mesh->AddIndice(v); } if (mode != MESH_POINTS) { for (int v = 0; v < aimesh->mNumFaces; ++v) { switch (mode) { case MESH_LINES: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[0], aimesh->mFaces[v].mIndices[1]); break; case MESH_TRIANGLES: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[0], aimesh->mFaces[v].mIndices[1], aimesh->mFaces[v].mIndices[2]); break; case MESH_QUADS: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[3], aimesh->mFaces[v].mIndices[2], aimesh->mFaces[v].mIndices[1], aimesh->mFaces[v].mIndices[0]); break; } } } mesh->SetMaterial(materials[aimesh->mMaterialIndex]); mesh->UpdateBounds(); if (aimesh->HasNormals() and aimesh->GetNumUVChannels() > 0) mesh->UpdateTangents(); } } for (int n = 0; n < node->mNumChildren; ++n) AILoadModel(scene, node->mChildren[n], world, model, materials); model->UpdateBounds(); return model; } shared_ptr<Model> ImportModel(shared_ptr<World> world, const WString& path) { Assimp::Importer importer; auto d = CurrentDir(); const aiScene* scene = importer.ReadFile(path.ToUtf8String().c_str(), aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); if (not scene or scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE or not scene->mRootNode) { return nullptr; } std::vector<shared_ptr<Texture> > textures; if (scene->HasTextures()) { for (unsigned int i = 0; i < scene->mNumTextures; ++i) { aiTexture* aitex = scene->mTextures[i]; auto buffer = CreateBuffer(aitex->mWidth * aitex->mHeight * 4); memcpy(buffer->Data(), aitex->pcData, buffer->GetSize()); auto pixmap = CreatePixmap(aitex->mWidth, aitex->mHeight, TEXTURE_RGBA, buffer); auto mipchain = pixmap->BuildMipchain(); auto tex = CreateTexture(TEXTURE_2D, aitex->mWidth, aitex->mHeight, TEXTURE_RGBA, mipchain); } } std::vector<shared_ptr<Material> > materials; if (scene->HasMaterials()) { for (unsigned int i = 0; i < scene->mNumMaterials; ++i) { auto mtl = CreateMaterial(); auto aimtl = scene->mMaterials[i]; aiString path; if (aimtl->GetTextureCount(aiTextureType_DIFFUSE) > 0) { if (aimtl->GetTexture(aiTextureType_DIFFUSE, 0, &path) == aiReturn_SUCCESS) { auto tex = LoadTexture(std::string(path.C_Str())); mtl->SetTexture(tex, TEXTURE_BASE); } } if (aimtl->GetTextureCount(aiTextureType_NORMALS) > 0) { if (aimtl->GetTexture(aiTextureType_NORMALS, 0, &path) == aiReturn_SUCCESS) { auto tex = LoadTexture(std::string(path.C_Str())); mtl->SetTexture(tex, TEXTURE_NORMAL); } } if (aimtl->GetTextureCount(aiTextureType_EMISSIVE) > 0) { if (aimtl->GetTexture(aiTextureType_EMISSIVE, 0, &path) == aiReturn_SUCCESS) { auto tex = LoadTexture(std::string(path.C_Str())); mtl->SetTexture(tex, TEXTURE_EMISSION); } } float metalness;; if (AI_SUCCESS == aimtl->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, metalness)) { mtl->SetMetalness(metalness); } float roughness;; if (AI_SUCCESS == aimtl->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, roughness)) { mtl->SetRoughness(roughness); } aiColor4D pbrSpecularGlossiness; if (AI_SUCCESS == aimtl->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS, pbrSpecularGlossiness)) { mtl->SetShaderFamily(LoadShaderFamily("Shaders/SpecularGloss.fam")); mtl->SetSpecular(Vec3(pbrSpecularGlossiness.r, pbrSpecularGlossiness.g, pbrSpecularGlossiness.b)); mtl->SetGlossiness(pbrSpecularGlossiness.a); } int unlit; if (AI_SUCCESS == aimtl->Get(AI_MATKEY_GLTF_UNLIT, unlit) && unlit == 1) { mtl->SetShaderFamily(LoadShaderFamily("Shaders/Unlit.fam")); } aiColor4D diffuseColor(0.f, 0.f, 0.f, 0.f); aimtl->Get(AI_MATKEY_COLOR_DIFFUSE, diffuseColor); aiColor3D emissiveColor(0.f, 0.f, 0.f); aimtl->Get(AI_MATKEY_COLOR_EMISSIVE, emissiveColor); mtl->SetColor(diffuseColor.r, diffuseColor.g, diffuseColor.b, diffuseColor.a); mtl->SetEmission(emissiveColor.r, emissiveColor.g, emissiveColor.b); materials.push_back(mtl); } } auto model = AILoadModel(scene, scene->mRootNode, world, NULL, materials); //for (int n = 0; n < scene->mNumAnimations; ++n) //{ // aiAnimation* animation = scene->mAnimations[n]; // animation->mChannels[0]. //} return model; } int main(int argc, const char* argv[]) { RegisterComponents(); auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); auto camera = CreateCamera(world); camera->AddComponent<CameraControls>(); camera->Move(0, 0, 3); camera->Turn(0, 180, 0); camera->SetClearColor(0.25); //Load a model auto model = ImportModel(world, "test.gltf");//load your own model here auto light = CreateDirectionalLight(world); light->SetRotation(34, 36+180, 0); //Set environment maps const WString remotepath = "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets"; auto specmap = LoadTexture(remotepath + "/Materials/Environment/Storm/specular.dds"); auto diffmap = LoadTexture(remotepath + "/Materials/Environment/Storm/diffuse.dds"); world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  22. It seems pretty easy to load models with this: #include "UltraEngine.h" #include "ComponentSystem.h" #include "assimp/include/assimp/Importer.hpp" #include "assimp/include/assimp/scene.h" #include "assimp/include/assimp/postprocess.h" using namespace UltraEngine; shared_ptr<Model> AILoadModel(const aiScene* scene, aiNode* node, shared_ptr<World> world, shared_ptr<Entity> parent) { auto model = CreateModel(world); model->SetParent(parent); model->name = std::string(node->mName.C_Str()); // Process meshes attached to the current node (if any) for (unsigned int i = 0; i < node->mNumMeshes; i++) { MeshPrimitives mode = MeshPrimitives(0); aiMesh* aimesh = scene->mMeshes[node->mMeshes[i]]; switch (aimesh->mPrimitiveTypes) { case aiPrimitiveType_POINT: mode = MESH_POINTS; break; case aiPrimitiveType_LINE: mode = MESH_LINES; break; case aiPrimitiveType_POLYGON: mode = MESH_QUADS; break; case aiPrimitiveType_TRIANGLE: mode = MESH_TRIANGLES; break; } if (mode != 0 and aimesh->HasPositions()) { auto mesh = model->AddMesh(mode); Vec3 pos, norm; Vec2 texcoords; for (int v = 0; v < aimesh->mNumVertices; ++v) { pos.x = aimesh->mVertices[v].x; pos.y = aimesh->mVertices[v].y; pos.z = aimesh->mVertices[v].z; if (aimesh->HasNormals()) { norm.x = aimesh->mNormals[v].x; norm.y = aimesh->mNormals[v].y; norm.z = aimesh->mNormals[v].z; } if (aimesh->GetNumUVChannels() > 0) { texcoords.x = aimesh->mTextureCoords[0]->x; texcoords.y = aimesh->mTextureCoords[0]->y; } mesh->AddVertex(pos, norm, texcoords); if (aimesh->GetNumUVChannels() > 1) { texcoords.x = aimesh->mTextureCoords[1]->x; texcoords.y = aimesh->mTextureCoords[1]->y; mesh->SetVertexTexCoords(v, texcoords); } if (mode == MESH_POINTS) mesh->AddIndice(v); } if (mode != MESH_POINTS) { for (int v = 0; v < aimesh->mNumFaces; ++v) { switch (mode) { case MESH_LINES: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[0], aimesh->mFaces[v].mIndices[1]); break; case MESH_TRIANGLES: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[2], aimesh->mFaces[v].mIndices[1], aimesh->mFaces[v].mIndices[0]); break; case MESH_QUADS: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[3], aimesh->mFaces[v].mIndices[2], aimesh->mFaces[v].mIndices[1], aimesh->mFaces[v].mIndices[0]); break; } } } if (aimesh->mMaterialIndex) { auto aimtl = scene->mMaterials[aimesh->mMaterialIndex]; aiString diffuseTexturePath, normalTexturePath, metalTexturePath, roughnessTexturePath, displacementTexturePath, occlusionTexturePath, specularTexturePath, glossTexturePath; if (aimtl->GetTextureCount(aiTextureType_DIFFUSE)) aimtl->GetTexture(aiTextureType_DIFFUSE, 0, &diffuseTexturePath); if (aimtl->GetTextureCount(aiTextureType_NORMALS)) aimtl->GetTexture(aiTextureType_NORMALS, 0, &normalTexturePath); if (aimtl->GetTextureCount(aiTextureType_METALNESS)) aimtl->GetTexture(aiTextureType_METALNESS, 0, &metalTexturePath); if (aimtl->GetTextureCount(aiTextureType_DIFFUSE_ROUGHNESS)) aimtl->GetTexture(aiTextureType_NORMALS, 0, &roughnessTexturePath); if (aimtl->GetTextureCount(aiTextureType_SPECULAR)) aimtl->GetTexture(aiTextureType_SPECULAR, 0, &specularTexturePath); if (aimtl->GetTextureCount(aiTextureType_SHININESS)) aimtl->GetTexture(aiTextureType_SPECULAR, 0, &glossTexturePath); if (aimtl->GetTextureCount(aiTextureType_DISPLACEMENT)) aimtl->GetTexture(aiTextureType_DISPLACEMENT, 0, &displacementTexturePath); if (aimtl->GetTextureCount(aiTextureType_AMBIENT_OCCLUSION)) aimtl->GetTexture(aiTextureType_AMBIENT_OCCLUSION, 0, &displacementTexturePath); aiColor3D diffuseColor(0.f, 0.f, 0.f); aimtl->Get(AI_MATKEY_COLOR_DIFFUSE, diffuseColor); aiColor3D emissiveColor(0.f, 0.f, 0.f); aimtl->Get(AI_MATKEY_COLOR_EMISSIVE, emissiveColor); } mesh->UpdateBounds(); if (aimesh->HasNormals() and aimesh->GetNumUVChannels() > 0) mesh->UpdateTangents(); } } for (int n = 0; n < node->mNumChildren; ++n) AILoadModel(scene, node->mChildren[n], world, model); model->UpdateBounds(); return model; } shared_ptr<Model> ImportModel(shared_ptr<World> world, const WString& path) { Assimp::Importer importer; auto d = CurrentDir(); const aiScene* scene = importer.ReadFile(path.ToUtf8String().c_str(), aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); if (not scene or scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE or not scene->mRootNode) { return nullptr; } auto model = AILoadModel(scene, scene->mRootNode, world, NULL); return model; } int main(int argc, const char* argv[]) { RegisterComponents(); auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); auto camera = CreateCamera(world); camera->AddComponent<CameraControls>(); camera->Move(0, 0, -3); //Load a model auto model = ImportModel(world, "test.fbx");//load your own model here auto light = CreateDirectionalLight(world); light->SetRotation(34, 36, 0); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
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