#include <stdio.h>
+#include <assert.h>
+#include <string>
#include <vector>
#include <map>
#include <gmath/gmath.h>
#include <assimp/vector3.h>
#include <assimp/matrix4x4.h>
#include <assimp/quaternion.h>
+#include "app.h"
#include "scene.h"
#include "objmesh.h"
+#include "datamap.h"
+#include "logger.h"
+#include "metascene.h"
+
+static bool load_material(Scene *scn, Material *mat, const aiMaterial *aimat);
+static SceneNode *load_node(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiNode *ainode);
+static Mesh *load_mesh(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh);
+/*static const char *mprop_semantic(int x);
+static int count_textures(const aiMaterial *aimat);*/
+static int assimp_textype(aiTextureType type);
+//static const char *assimp_textypestr(aiTextureType type);
-static bool load_material(Material *mat, const aiMaterial *aimat);
-static SceneNode *load_node(const aiScene *aiscn, unsigned int flags, const aiNode *ainode);
-static Mesh *load_mesh(const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh);
+static Mat4 assimp_matrix(const aiMatrix4x4 &aim);
/*static Vec3 assimp_vector(const aiVector3D &v);
static Quat assimp_quat(const aiQuaternion &q);
-static Mat4 assimp_matrix(const aiMatrix4x4 &aim);
static long assimp_time(const aiAnimation *anim, double aitime);
static void print_hierarchy(const aiNode *node);
*/
-static std::map<std::string, SceneNode*> node_by_name;
-static std::map<aiMesh*, Mesh*> mesh_by_aimesh;
+struct LoaderData {
+ const aiScene *aiscn;
+ std::string fname;
+ std::map<std::string, SceneNode*> node_by_name;
+ std::map<aiMesh*, Mesh*> mesh_by_aimesh;
+};
+
+#define LD_STAGE_MASK 0xf000
bool Scene::load(const char *fname, unsigned int flags)
{
- unsigned int ppflags = aiProcess_CalcTangentSpace |
- aiProcess_GenNormals |
- aiProcess_JoinIdenticalVertices |
- aiProcess_Triangulate |
- aiProcess_SortByPType |
- aiProcess_TransformUVCoords | aiProcess_PreTransformVertices;
-
- if(flags & SCNLOAD_FLIPTEX) {
- ppflags |= aiProcess_FlipUVs;
+ if((flags & LD_STAGE_MASK) == 0) {
+ // not passing either of the stage specifiers, means do the whole job
+ flags |= LD_STAGE_MASK;
}
- const aiScene *aiscn = aiImportFile(fname, ppflags);
- if(!aiscn) {
- fprintf(stderr, "failed to load scene file: %s\n", fname);
- return false;
- }
+ // first perform I/O and all operations not requiring access to an OpenGL context
+ if(flags & SCNLOAD_STAGE_IO) {
+ unsigned int ppflags = aiProcess_CalcTangentSpace |
+ aiProcess_GenNormals |
+ aiProcess_JoinIdenticalVertices |
+ aiProcess_Triangulate |
+ aiProcess_SortByPType |
+ aiProcess_GenUVCoords |
+ //aiProcess_PreTransformVertices |
+ aiProcess_TransformUVCoords;
+
+ if(flags & SCNLOAD_FLIPTEX) {
+ ppflags |= aiProcess_FlipUVs;
+ }
- /*
- Vec3 root_pos, root_scaling(1.0, 1.0, 1.0);
- Quat root_rot;
-
- if(aiscn->mRootNode) {
- Mat4 root_matrix = assimp_matrix(aiscn->mRootNode->mTransformation);
- root_pos = root_matrix.get_translation();
- root_rot = root_matrix.get_rotation_quat();
- root_scaling = root_matrix.get_scaling();
- }*/
-
- // load all meshes
- for(unsigned int i=0; i<aiscn->mNumMeshes; i++) {
- aiMesh *aimesh = aiscn->mMeshes[i];
- Mesh *mesh;
-
- switch(aimesh->mPrimitiveTypes) {
- case aiPrimitiveType_TRIANGLE:
- if((mesh = load_mesh(aiscn, flags, aimesh))) {
- mesh_by_aimesh[aimesh] = mesh;
- meshes.push_back(mesh);
- }
- break;
+ info_log("Loading scene file: %s\n", fname);
- default:
- fprintf(stderr, "unsupported primitive type: %u\n", aimesh->mPrimitiveTypes);
- break;
+ const aiScene *aiscn = aiImportFile(fname, ppflags);
+ if(!aiscn) {
+ error_log("failed to load scene file: %s\n", fname);
+ return false;
}
+
+ LoaderData *ldata = new LoaderData;
+ ldata->aiscn = aiscn;
+ ldata->fname = std::string(fname);
+ loader_data = (void*)ldata;
}
- SceneNode *root = new SceneNode;
+ /* then, assuming we have successfully loaded everything, proceed to construct
+ * all the engine objects, which require access to the OpenGL context
+ */
+ if(flags & SCNLOAD_STAGE_GL) {
+ if(!loader_data) {
+ error_log("second stage scene loader failed to find valid I/O data\n");
+ return false;
+ }
+
+ LoaderData *ldata = (LoaderData*)loader_data;
+ const aiScene *aiscn = ldata->aiscn;
+ fname = ldata->fname.c_str();
+
+ clear(); // clear any previous data (TODO: add flag for not clearing)
+
+ // assimp adds its own root node, which might have transformations
+ Vec3 root_pos, root_scaling(1.0, 1.0, 1.0);
+ Quat root_rot;
- // load all the nodes recursively
- for(unsigned int i=0; i<aiscn->mRootNode->mNumChildren; i++) {
- SceneNode *node = load_node(aiscn, flags, aiscn->mRootNode->mChildren[i]);
- if(node) {
- root->add_child(node);
+ if(aiscn->mRootNode) {
+ Mat4 root_matrix = assimp_matrix(aiscn->mRootNode->mTransformation);
+ root_pos = root_matrix.get_translation();
+ root_rot = root_matrix.get_rotation();
+ root_scaling = root_matrix.get_scaling();
}
- }
- int nnodes = root->get_num_children();
- if(nnodes <= 0) {
- delete root;
- } else if(nnodes == 1) {
- nodes = root->get_child(0);
- root->remove_child(nodes);
- delete root;
- } else {
- nodes = root;
- }
+ if(!nodes) {
+ nodes = new SceneNode;
+ nodes->scene = this;
+ nodes->set_name("root");
+ nodes->set_position(root_pos);
+ nodes->set_rotation(root_rot);
+ nodes->set_scaling(root_scaling);
+ }
+
+ // load all meshes
+ for(unsigned int i=0; i<aiscn->mNumMeshes; i++) {
+ aiMesh *aimesh = aiscn->mMeshes[i];
+ Mesh *mesh;
+
+ switch(aimesh->mPrimitiveTypes) {
+ case aiPrimitiveType_TRIANGLE:
+ if((mesh = load_mesh(this, aiscn, flags, aimesh))) {
+ ldata->mesh_by_aimesh[aimesh] = mesh;
+ meshes.push_back(mesh);
+ }
+ break;
+
+ default:
+ error_log("unsupported primitive type: %u\n", aimesh->mPrimitiveTypes);
+ break;
+ }
+ }
+
+ // load all the nodes recursively
+ for(unsigned int i=0; i<aiscn->mRootNode->mNumChildren; i++) {
+ SceneNode *node = load_node(this, aiscn, flags, aiscn->mRootNode->mChildren[i]);
+ if(node) {
+ nodes->add_child(node);
+ }
+ }
- node_by_name.clear();
- mesh_by_aimesh.clear();
+ info_log("loaded scene file: %s, %d meshes\n", fname, (int)meshes.size());
- aiReleaseImport(aiscn);
- printf("loaded scene file: %s, %d meshes\n", fname, (int)meshes.size());
+ aiReleaseImport(aiscn);
+ delete ldata;
+ loader_data = 0;
+ nodes->update(0);
+ }
return true;
}
-static bool load_material(Material *mat, const aiMaterial *aimat)
+static bool load_material(Scene *scn, Material *mat, const aiMaterial *aimat)
{
+ aiString name;
aiColor4D aicol;
float shin, shin_str;
+ if(aiGetMaterialString(aimat, AI_MATKEY_NAME, &name) == 0) {
+ mat->name = name.data;
+ } else {
+ mat->name = "unknown";
+ }
+ //info_log("load_material: %s\n", mat->name.c_str());
+
if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_DIFFUSE, &aicol) == 0) {
mat->diffuse = Vec3(aicol[0], aicol[1], aicol[2]);
}
mat->shininess = shin * shin_str * 0.0001 * 128.0;
}
- /*
// load textures
- struct { int type; aiTextureType aitype; } textypes[] = {
- {TEX_DIFFUSE, aiTextureType_DIFFUSE},
- {TEX_NORMAL, aiTextureType_NORMALS},
- {TEX_SPECULAR, aiTextureType_SPECULAR}
- };
-
- for(size_t i=0; i<sizeof textypes / sizeof *textypes; i++) {
- aiString aipath;
- if(aiGetMaterialTexture(aimat, textypes[i].aitype, 0, &aipath) == 0) {
- char *tmp, *fname = aipath.data;
+ const int num_tex_types = aiTextureType_UNKNOWN + 1;
+ for(int i=0; i<num_tex_types; i++) {
+ aiTextureType aitype = (aiTextureType)i;
+ int count = aiGetMaterialTextureCount(aimat, aitype);
- if((tmp = strrchr(fname, '/'))) {
- fname = tmp + 1;
- }
- if((tmp = strrchr(fname, '\\'))) {
- fname = tmp + 1;
+ for(int j=0; j<count; j++) {
+ aiString aipath;
+ if(aiGetMaterialTexture(aimat, aitype, j, &aipath) != 0) {
+ continue;
}
- if(*fname) {
- mat->tex[textypes[i].type] = texset.get(fname);
+ char *fname = (char*)alloca(strlen(aipath.data) + 1);
+ char *dptr = fname;
+ char *sptr = aipath.data;
+ do {
+ *dptr++ = *sptr == '\\' ? '/' : *sptr;
+ } while(*sptr++);
+
+ if(!fname || !*fname) continue;
+
+ int textype = assimp_textype(aitype);
+
+ Texture *tex = texman.get_texture(fname, TEX_2D, &scn->datamap);
+ assert(tex);
+ mat->textures.push_back(tex);
+
+ if(textype != MTL_TEX_UNKNOWN && !mat->stdtex[textype]) {
+ mat->stdtex[textype] = tex;
}
}
}
- */
return true;
}
-static SceneNode *load_node(const aiScene *aiscn, unsigned int flags, const aiNode *ainode)
+static SceneNode *load_node(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiNode *ainode)
{
+ LoaderData *ldata = (LoaderData*)scn->loader_data;
+
SceneNode *node = new SceneNode;
node->set_name(ainode->mName.data);
+ // transformation
+ Mat4 matrix = assimp_matrix(ainode->mTransformation);
+ Vec3 pos = matrix.get_translation();
+ Quat rot = matrix.get_rotation();
+ Vec3 scale = matrix.get_scaling();
+
+ node->set_position(pos);
+ node->set_rotation(rot);
+ node->set_scaling(scale);
+ node->dbg_xform = matrix;
+
+ // meshes
for(unsigned int i=0; i<ainode->mNumMeshes; i++) {
- aiMesh *aimesh = aiscn->mMeshes[ainode->mMeshes[0]];
+ aiMesh *aimesh = aiscn->mMeshes[ainode->mMeshes[i]];
- Mesh *mesh = mesh_by_aimesh[aimesh];
+ Mesh *mesh = ldata->mesh_by_aimesh[aimesh];
if(mesh) {
ObjMesh *obj = new ObjMesh;
+ obj->set_name(mesh->get_name());
obj->mesh = mesh;
// also grab the material of this mesh
- load_material(&obj->mtl, aiscn->mMaterials[aimesh->mMaterialIndex]);
+ load_material(scn, &obj->mtl, aiscn->mMaterials[aimesh->mMaterialIndex]);
node->add_object(obj);
+ scn->objects.push_back(obj);
}
}
/* recurse to all children */
for(unsigned int i=0; i<ainode->mNumChildren; i++) {
- SceneNode *child = load_node(aiscn, flags, ainode->mChildren[i]);
+ SceneNode *child = load_node(scn, aiscn, flags, ainode->mChildren[i]);
if(child) {
node->add_child(child);
}
}
- node_by_name[node->get_name()] = node;
+ ldata->node_by_name[node->get_name()] = node;
return node;
}
-static Mesh *load_mesh(const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh)
+static Mesh *load_mesh(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh)
{
Mesh *mesh = new Mesh;
+ mesh->set_name(aimesh->mName.data);
int num_verts = aimesh->mNumVertices;
int num_faces = aimesh->mNumFaces;
if(aimesh->mTextureCoords[0]) {
mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 3, num_verts, (float*)aimesh->mTextureCoords[0]);
}
+ if(aimesh->mTextureCoords[1]) {
+ mesh->set_attrib_data(MESH_ATTR_TEXCOORD2, 3, num_verts, (float*)aimesh->mTextureCoords[1]);
+ }
if(flags & SCNLOAD_FLIPYZ) {
Vec3 *vptr = (Vec3*)mesh->get_attrib_data(MESH_ATTR_VERTEX);
iptr[2] = aimesh->mFaces[i].mIndices[flags & SCNLOAD_FLIPYZ ? 1 : 2];
iptr += 3;
}
-
return mesh;
}
-#if 0
-static Vec3 assimp_vector(const aiVector3D &v)
+static int assimp_textype(aiTextureType type)
{
- return Vec3(v[0], v[1], v[2]);
+ switch(type) {
+ case aiTextureType_DIFFUSE:
+ return MTL_TEX_DIFFUSE;
+ case aiTextureType_SPECULAR:
+ return MTL_TEX_SPECULAR;
+ case aiTextureType_NORMALS:
+ return MTL_TEX_NORMALMAP;
+ case aiTextureType_LIGHTMAP:
+ case aiTextureType_EMISSIVE:
+ return MTL_TEX_LIGHTMAP;
+ case aiTextureType_REFLECTION:
+ return MTL_TEX_ENVMAP;
+ default:
+ break;
+ }
+ return MTL_TEX_UNKNOWN;
}
-static Quat assimp_quat(const aiQuaternion &q)
+/*static const char *assimp_textypestr(aiTextureType type)
{
- return Quat(q.x, q.y, q.z, q.w);
-}
+ switch(type) {
+ case aiTextureType_DIFFUSE:
+ return "diffuse";
+ case aiTextureType_SPECULAR:
+ return "specular";
+ case aiTextureType_NORMALS:
+ return "normalmap";
+ case aiTextureType_LIGHTMAP:
+ case aiTextureType_EMISSIVE:
+ return "lightmap";
+ case aiTextureType_REFLECTION:
+ return "envmap";
+ default:
+ break;
+ }
+ return "unknown";
+}*/
static Mat4 assimp_matrix(const aiMatrix4x4 &aim)
{
Mat4 m;
memcpy(m[0], &aim, 16 * sizeof(float));
- m.transpose();
- return m;
+ return transpose(m);
}
-/* convert an assimp keyframe time (ticks) into milliseconds */
-static long assimp_time(const aiAnimation *anim, double aitime)
+
+// --- SceneSet ---
+
+SceneSet::SceneSet()
+ : DataSet<Scene*>(create_scene, load_scene, done_scene, free_scene)
{
- double sec;
- if(anim->mTicksPerSecond < 1e-6) {
- // assume time is in frames?
- sec = aitime / 30.0;
- } else {
- sec = aitime / anim->mTicksPerSecond;
- }
- return (long)(sec * 1000.0);
}
-static void print_hierarchy(const aiNode *node)
+Scene *SceneSet::create_scene()
{
- static int lvl;
- static int lvlopen[256];
-
- for(int i=0; i<lvl; i++) {
- putchar(' ');
- if(lvlopen[i]) {
- putchar(i >= lvl - 1 ? '+' : '|');
- } else {
- putchar(i >= lvl - 1 ? '+' : ' ');
- }
- }
- printf("- \"%s\"\n", node->mName.data);
+ return new Scene;
+}
- lvlopen[lvl] = 1;
+bool SceneSet::load_scene(Scene *scn, const char *fname)
+{
+ return scn->load(fname, SCNLOAD_FLIPTEX | SCNLOAD_STAGE_IO);
+}
- lvl++;
- for(unsigned int i=0; i<node->mNumChildren; i++) {
- if(i == node->mNumChildren - 1) {
- lvlopen[lvl - 1] = 0;
- }
- print_hierarchy(node->mChildren[i]);
+bool SceneSet::done_scene(Scene *scn)
+{
+ bool res = scn->load(0, SCNLOAD_STAGE_GL);
+ if(scn->metascn) {
+ scn->metascn->scene_loaded(scn);
}
- lvl--;
+ return res;
+}
+
+void SceneSet::free_scene(Scene *scn)
+{
+ delete scn;
}
-#endif /* 0 */