feat: refactor wavefront to support new mesh + material system

This commit is contained in:
2025-11-04 18:03:18 +01:00
parent 4bc74d0d2c
commit 9e3bc4790b
2 changed files with 159 additions and 193 deletions

View File

@ -9,8 +9,7 @@
#include "engine/renderer/shader.h"
#include "engine/renderer/renderer.h"
#include "engine/renderer/material.h"
#include "engine/renderer/mesh.h"
#include "engine/3d/mesh.hpp"
#include "engine/opengl/buffers.h"
#include "engine/export.h"
@ -20,40 +19,44 @@ namespace Core {
enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
class ENGINE_API Object {
class ENGINE_API Object : public MeshGroup {
friend class Renderer;
private:
static inline int NormalizeIndex(int idx, int baseCount);
private:
Object();
public:
~Object() = default;
public:
static Object* LoadFile(const std::string& filename);
private:
void LoadMaterials(const std::filesystem::path& filename);
private:
void AddMaterial(std::string name, std::shared_ptr<Material> material);
std::shared_ptr<Material> GetMaterial(std::string name);
void LoadMTL(const std::filesystem::path& filename);
private:
void CreateNewMesh();
void CreateNewMesh(const Material& material);
Mesh& GetLastMesh();
void CreateNewMesh(const std::string& materialName);
void AddMaterial(MaterialID id, const Material& material);
Material* GetMaterial(const MaterialID& id);
public:
void Render(Shader& shader, unsigned int count);
[[nodiscard]] inline const std::string Name() const { return m_name; }
protected:
void EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer);
private:
std::string m_name;
std::vector<glm::vec3> m_vertices;
std::vector<glm::vec3> m_normals;
std::vector<glm::vec2> m_texCoords;
std::vector<Mesh> m_meshes;
std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
std::unordered_map<MaterialID, Material> m_materials;
};
}

View File

@ -8,24 +8,10 @@
#include "engine/renderer/wavefront.h"
#include "engine/IO/parser.h"
#include "engine/renderer/mesh.h"
#define DEFAULT_MATERIAL_NAME "default"
#include "engine/3d/mesh.hpp"
namespace Core {
// ObjElement toElement(const std::string &s) {
// if (s == "#") return ObjElement::OHASH;
// if (s == "mtllib") return ObjElement::MTLLIB;
// if (s == "usemtl") return ObjElement::USEMTL;
// if (s == "o") return ObjElement::O;
// if (s == "v") return ObjElement::V;
// if (s == "vn") return ObjElement::VN;
// if (s == "vt") return ObjElement::VT;
// if (s == "f") return ObjElement::F;
// return ObjElement::OUNKNOWN;
// }
inline ObjElement toElement(const char* s) {
switch (s[0]) {
case '#': return ObjElement::OHASH;
@ -42,22 +28,6 @@ inline ObjElement toElement(const char* s) {
return ObjElement::OUNKNOWN;
}
// MtlElement toMtlElement(const std::string &s) {
// if (s == "#") return MtlElement::MHASH;
// if (s == "newmtl") return MtlElement::NEWMTL;
// if (s == "Ns") return MtlElement::NS;
// if (s == "Ka") return MtlElement::KA;
// if (s == "Ks") return MtlElement::KS;
// if (s == "Kd") return MtlElement::KD;
// if (s == "Ni") return MtlElement::NI;
// if (s == "d") return MtlElement::D;
// if (s == "illum") return MtlElement::ILLUM;
// if (s == "map_Kd") return MtlElement::MAP_KD;
// if (s == "map_Ka") return MtlElement::MAP_KA;
// // if (s == "map_Ke") return MtlElement::MAP_KE;
// return MtlElement::MUNKNOWN;
// }
inline MtlElement toMtlElement(const char* s) {
switch (s[0]) {
case '#': return MtlElement::MHASH;
@ -104,7 +74,11 @@ Object::Object() {
m_texCoords = std::vector<glm::vec2>();
}
void Object::LoadMaterials(const std::filesystem::path& filename) {
void Object::AddMaterial(MaterialID id, const Material& material) {
m_materials.insert(std::make_pair(id, material));
}
void Object::LoadMTL(const std::filesystem::path& filename) {
std::ifstream file(filename);
if (!file.is_open()) {
std::cerr << "Failed to open MTL file: " << filename << std::endl;
@ -112,7 +86,8 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
}
std::string currentMaterialName;
std::shared_ptr<Material> currentMaterial;
Material currentMaterial;
bool hasCurrent = false;
char line[1024]; // buffer per line
@ -128,15 +103,15 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
case MtlElement::NEWMTL:
{
// If a material was being built, commit it first
if (currentMaterial) {
AddMaterial(currentMaterialName, std::move(currentMaterial));
currentMaterial = nullptr;
if (hasCurrent) {
AddMaterial(currentMaterialName, currentMaterial);
}
char* materialName = p.TakeWord();
if (materialName) {
currentMaterialName = materialName;
currentMaterial = std::make_shared<Material>();
currentMaterial = Material(currentMaterialName);
hasCurrent = true;
}
break;
}
@ -144,7 +119,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
case MtlElement::NS: // specular weight
{
float weight = p.TakeFloat();
if (currentMaterial) currentMaterial->SetSpecularWeight(weight);
if (hasCurrent) currentMaterial.SetSpecularWeight(weight);
break;
}
@ -153,7 +128,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
float r = p.TakeFloat();
float g = p.TakeFloat();
float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetAmbientColor(glm::vec3(r, g, b));
if (hasCurrent) currentMaterial.SetAmbientColor(glm::vec3(r, g, b));
break;
}
@ -162,7 +137,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
float r = p.TakeFloat();
float g = p.TakeFloat();
float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetSpecularColor(glm::vec3(r, g, b));
if (hasCurrent) currentMaterial.SetSpecularColor(glm::vec3(r, g, b));
break;
}
@ -171,21 +146,21 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
float r = p.TakeFloat();
float g = p.TakeFloat();
float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
if (hasCurrent) currentMaterial.SetDiffuseColor(glm::vec3(r, g, b));
break;
}
case MtlElement::D: // opacity
{
float d = p.TakeFloat();
if (currentMaterial) currentMaterial->SetOpacity(d);
if (hasCurrent) currentMaterial.SetOpacity(d);
break;
}
case MtlElement::ILLUM: // illumination model
{
int illum = p.TakeInt();
if (currentMaterial) currentMaterial->SetIllumination(illum);
if (hasCurrent) currentMaterial.SetIllumination(illum);
break;
}
@ -193,7 +168,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
{
// take rest of line as texture path (can contain spaces)
char* texPath = p.TakeUntil('\0');
if (texPath && currentMaterial) {
if (texPath && hasCurrent) {
// trim trailing spaces
size_t len = std::strlen(texPath);
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
@ -201,7 +176,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
std::filesystem::path texturePath = filename.parent_path() / texPath;
currentMaterial->SetDiffuseTexture(Texture::LoadFile(texturePath.string()));
currentMaterial.SetDiffuseTexture(Texture::LoadFile(texturePath.string()));
}
break;
}
@ -209,13 +184,13 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
case MtlElement::MAP_KA: // ambient texture map
{
char* texPath = p.TakeUntil('\0');
if (texPath && currentMaterial) {
if (texPath && hasCurrent) {
size_t len = std::strlen(texPath);
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
texPath[--len] = '\0';
// optional: handle ambient texture
// currentMaterial->SetAmbientTexture(Texture::LoadFile(texPath));
// currentMaterial.SetAmbientTexture(Texture::LoadFile(texPath));
}
break;
}
@ -227,41 +202,36 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
}
// Commit last material if pending
if (currentMaterial) {
AddMaterial(currentMaterialName, std::move(currentMaterial));
if (hasCurrent) {
AddMaterial(currentMaterialName, currentMaterial);
}
file.close();
}
void Object::AddMaterial(std::string name, std::shared_ptr<Material> material)
Material* Object::GetMaterial(const MaterialID& id)
{
m_materials.insert(std::make_pair(std::move(name), std::move(material)));
}
std::shared_ptr<Material> Object::GetMaterial(std::string name)
{
auto material = m_materials.find(name);
auto material = m_materials.find(id);
if (material == m_materials.end()) return nullptr;
return material->second;
return &material->second;
}
void Object::CreateNewMesh(const std::string& materialName)
void Object::CreateNewMesh(const Material& material)
{
Mesh mesh;
mesh.materialName = materialName;
m_meshes.push_back(mesh);
EmplaceBack(material);
}
void Object::CreateNewMesh()
{
EmplaceBack();
}
Mesh& Object::GetLastMesh()
{
if (m_meshes.empty()) {
auto material = std::make_shared<Material>();
material->SetAmbientColor(glm::vec3(0.52f, 0.52f, 0.52f));
AddMaterial(DEFAULT_MATERIAL_NAME, std::move(material));
CreateNewMesh(DEFAULT_MATERIAL_NAME);
if (Empty()) {
CreateNewMesh(Material::Default());
}
return m_meshes.back();
return Back();
}
Object* Object::LoadFile(const std::string& filename) {
@ -289,7 +259,7 @@ Object* Object::LoadFile(const std::string& filename) {
if (mtlFile) {
std::filesystem::path fullPath = filename;
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
obj->LoadMaterials(mtlPath);
obj->LoadMTL(mtlPath);
}
break;
}
@ -298,11 +268,16 @@ Object* Object::LoadFile(const std::string& filename) {
{
char* materialName = p.TakeWord();
if (materialName) {
auto& mesh = obj->GetLastMesh();
if (mesh.materialName != materialName) {
Mesh newMesh;
newMesh.materialName = materialName;
obj->m_meshes.push_back(newMesh);
auto material = obj->GetMaterial(materialName);
if (!material) {
// Not defined material being used.
std::cerr << "[WARN] WavefrontError: use of undefined material '"
<< materialName << "'" << std::endl;
material = new Material();
}
auto mesh = obj->FindMeshByMaterial(material);
if (mesh == obj->End()) {
obj->CreateNewMesh(*material);
}
}
break;
@ -349,8 +324,11 @@ Object* Object::LoadFile(const std::string& filename) {
case ObjElement::F: // face
{
auto& mesh = obj->GetLastMesh();
int raw_vi, raw_ti, raw_ni;
std::vector<uint32_t> faceIndices;
faceIndices.reserve(8);
int raw_vi, raw_ti, raw_ni;
while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) {
// Convert raw OBJ indices to 0-based / -1 sentinel
int vi = Object::NormalizeIndex(raw_vi, (int)obj->m_vertices.size());
@ -362,15 +340,22 @@ Object* Object::LoadFile(const std::string& filename) {
continue;
}
glm::vec3 vert = obj->m_vertices[vi];
glm::vec3 norm(0.0f);
glm::vec2 texCoord(0.0f);
Vertex v;
v.position = obj->m_vertices[vi];
v.normal = (ni >= 0) ? obj->m_normals[ni] : glm::vec3(0.0f);
v.uv = (ti >= 0) ? obj->m_texCoords[ti] : glm::vec3(0.0f);
if (ni >= 0) norm = obj->m_normals[ni];
if (ti >= 0) texCoord = obj->m_texCoords[ti];
uint32_t idx = mesh.PushVertex(v);
faceIndices.push_back(idx);
// mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
// mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
}
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
// triangulate polygon (fan)
if (faceIndices.size() >= 3) {
for (size_t i = 1; i + 1 < faceIndices.size(); ++i) {
mesh.PushTriangle(faceIndices[0], faceIndices[i], faceIndices[i+1]);
}
}
break;
}
@ -385,130 +370,108 @@ Object* Object::LoadFile(const std::string& filename) {
std::cout << "Vertices count: " << obj->m_vertices.size() << std::endl;
std::cout << "Normals count: " << obj->m_normals.size() << std::endl;
std::cout << "TexCoords count: " << obj->m_texCoords.size() << std::endl;
std::cout << "Meshes count: " << obj->m_meshes.size() << std::endl;
std::cout << "Meshes count: " << obj->GetSize() << std::endl;
std::cout << "Materials count: " << obj->m_materials.size() << std::endl;
file.close();
for (auto &mesh : obj->m_meshes) {
mesh.Upload();
}
// FIXME:
// for (auto it = obj->Begin(); it != obj->End(); ++it) {
// it->Upload();
// }
return obj;
}
void Object::EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer) {
for (auto &mesh : m_meshes) {
mesh.Bind();
// FIXME:
instanceBuffer->StartConfigure();
std::size_t vec4Size = sizeof(glm::vec4);
for (int i = 0; i < 4; ++i) {
glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
sizeof(glm::mat4), (void*)(i * vec4Size));
glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
}
instanceBuffer->EndConfigure();
// for (auto &mesh : m_meshes) {
// mesh.Bind();
// instanceBuffer->StartConfigure();
// std::size_t vec4Size = sizeof(glm::vec4);
// for (int i = 0; i < 4; ++i) {
// glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
// glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
// sizeof(glm::mat4), (void*)(i * vec4Size));
// glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
// }
// instanceBuffer->EndConfigure();
mesh.Unbind();
}
// mesh.Unbind();
// }
}
// void Object::Render(Shader& shader)
// {
// for (auto &mesh : m_meshes) {
// auto material = GetMaterial(mesh.materialName);
// shader.setFloat("ambientStrength", 0.2f);
// shader.setFloat("shininess", material->GetSpecularWeight());
// shader.setFloat("opacity", material->GetOpacity());
// shader.setBool("useSpecular", material->GetIllumination() >= 2);
// shader.setFloat("specularStrength", 1.0f);
// shader.setVec3("ambientColor", material->GetAmbientColor());
// shader.setVec3("diffuseColor", material->GetDiffuseColor());
// shader.setVec3("specularColor", material->GetSpecularColor());
// if (material->HasDiffuseTexture()) {
// shader.setBool("useTexture", true);
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
// shader.setInt("diffuseTex", 0);
// } else {
// shader.setBool("useTexture", false);
// }
// mesh.Render();
// }
// }
void Object::Render(Shader& shader, unsigned int count)
{
for (auto &mesh : m_meshes)
{
auto material = GetMaterial(mesh.materialName);
// FIXME:
// --- Basic material properties ---
shader.setFloat("opacity", material->GetOpacity());
// for (auto &mesh : m_meshes)
// {
// auto material = GetMaterial(mesh.GetMaterialName());
// Albedo (base color)
shader.setVec3("albedo", material->GetDiffuseColor());
// // --- Basic material properties ---
// shader.setFloat("opacity", material->GetOpacity());
// Metallic and roughness (defaults)
shader.setFloat("metallic", 0.8f);
shader.setFloat("roughness", 0.5f);
shader.setFloat("ao", 1.0f); // default ambient occlusion if none
// // Albedo (base color)
// shader.setVec3("albedo", material->GetDiffuseColor());
// --- Optional textures ---
int texUnit = 0;
// // Metallic and roughness (defaults)
// shader.setFloat("metallic", 0.8f);
// shader.setFloat("roughness", 0.5f);
// shader.setFloat("ao", 1.0f); // default ambient occlusion if none
// Albedo texture
if (material->HasDiffuseTexture()) {
shader.setBool("useAlbedoMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
shader.setInt("albedoTex", texUnit++);
} else {
shader.setBool("useAlbedoMap", false);
}
// // --- Optional textures ---
// int texUnit = 0;
// Metallic texture
// if (material->HasMetallicTexture()) {
if (false) {
shader.setBool("useMetallicMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, material->GetMetallicTexture()->GetID());
shader.setInt("metallicTex", texUnit++);
} else {
shader.setBool("useMetallicMap", false);
}
// // Albedo texture
// if (material->HasDiffuseTexture()) {
// shader.setBool("useAlbedoMap", true);
// glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
// shader.setInt("albedoTex", texUnit++);
// } else {
// shader.setBool("useAlbedoMap", false);
// }
// Roughness texture
// if (material->HasRoughnessTexture()) {
if (false) {
shader.setBool("useRoughnessMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, material->GetRoughnessTexture()->GetID());
shader.setInt("roughnessTex", texUnit++);
} else {
shader.setBool("useRoughnessMap", false);
}
// // Metallic texture
// // if (material->HasMetallicTexture()) {
// if (false) {
// shader.setBool("useMetallicMap", true);
// glActiveTexture(GL_TEXTURE0 + texUnit);
// // glBindTexture(GL_TEXTURE_2D, material->GetMetallicTexture()->GetID());
// shader.setInt("metallicTex", texUnit++);
// } else {
// shader.setBool("useMetallicMap", false);
// }
// AO texture
// if (material->HasAoTexture()) {
if (false) {
shader.setBool("useAoMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, material->GetAoTexture()->GetID());
shader.setInt("aoTex", texUnit++);
} else {
shader.setBool("useAoMap", false);
}
// // Roughness texture
// // if (material->HasRoughnessTexture()) {
// if (false) {
// shader.setBool("useRoughnessMap", true);
// glActiveTexture(GL_TEXTURE0 + texUnit);
// // glBindTexture(GL_TEXTURE_2D, material->GetRoughnessTexture()->GetID());
// shader.setInt("roughnessTex", texUnit++);
// } else {
// shader.setBool("useRoughnessMap", false);
// }
// --- Render mesh ---
mesh.Render(count);
}
// // AO texture
// // if (material->HasAoTexture()) {
// if (false) {
// shader.setBool("useAoMap", true);
// glActiveTexture(GL_TEXTURE0 + texUnit);
// // glBindTexture(GL_TEXTURE_2D, material->GetAoTexture()->GetID());
// shader.setInt("aoTex", texUnit++);
// } else {
// shader.setBool("useAoMap", false);
// }
// // --- Render mesh ---
// mesh.Render(count);
// }
}
}